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I killed povray!!!
Can someone help me render a scene,
I am working on this abstract thing and i am trying to render it but its
taking forever.
Will someone with a fast processor or way of rendering help me...
Or maybe some help taking time off rendering...
I like the scene as is so anything that is not destructive to the way it
looks or renders would be great.
I would love it so much if it could be 1024-768 aa 0.3
Thanks Tonnes!!!!
Source
#declare Radiosity=on
;
global_settings {
assumed_gamma 1.0
//max_trace_level 25
#if (Radiosity)
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality
(1..1600) [35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less
accurate [1.8]
recursion_limit 3 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last
pretrace step
gray_threshold 0.0 // increase for weakening colors
(0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
brightness 1 // brightness of radiosity effects
(0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into
account [off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off
[on]
//max_sample 1.0 // maximum brightness of samples
}
#end
}
//-------------- Includes
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
//---------------------------- Variables for size and seed
#declare R = seed(12);
#declare num_spheres = 40;
#declare area=10;
#declare min_size = .15;
#declare max_size = .35;
//-----------------------------
#declare thing = sphere_sweep {
//linear_spline | b_spline | cubic_spline
cubic_spline
num_spheres,
#declare i = 0;
#declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2),
rand(R)*area-(area/2)>;
start_pos, rand(R)*(max_size - min_size)+min_size,
#while (i<num_spheres - 2)
#declare s_size = rand(R)*(max_size - min_size)+min_size;
<rand(R)*area-(area/2), rand(R)*area-(area/2),
rand(R)*area-(area/2)>, s_size,
#declare i = i + 1;
#end
start_pos, rand(R)*(max_size - min_size)+min_size
//no_shadow
}
//-------------------------------
object {thing texture {T_Chrome_2E }}
//-------------------------------------------
/*light_source {
0*x
color rgb <1,1,1>
translate <0, 10, -10>
} */
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 4 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
camera {
location <0,1.5,-8.5>
look_at <0, 0, 0>
}
//-------------------------------------------- Extra Scene objects
sky_sphere { pigment { White} }
// gradient y
// color_map {
// [0.0 rgb <0.6,0.7,1.0>]
// [0.7 rgb <0.0,0.1,0.8>]
// }
// }
//}
/*
plane {
y, -1.5
pigment { color rgb <0.7,0.5,0.5> }
}
*/
plane {
y, -3.5
//pigment{White}
texture {
pigment { rgb <1,1,1 > }
finish {
ambient 0
diffuse 0
reflection .3
brilliance 0
specular 1
roughness 1
}
}
}
//------------------------------------------
#declare thin = union {
torus {
0.8,
0.2
scale y*1
}
torus {
0.8,
0.2
scale z*2
rotate x*90
}
}
#declare thig2 = union {
object{thin scale 1 texture {T_Chrome_2D}//no_shadow
rotate z*0}
object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
rotate z*45}
object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
rotate z*90}
object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
rotate z*135}
object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
rotate z*180}
object{thin scale 2 texture {T_Chrome_2A}//no_shadow
rotate z*225}
object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
rotate z*270}
object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
rotate z*315}
}
object {thig2 }
//sphere { <0, -2.5, 5>, 1 pigment {Red}}
Post a reply to this message
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Also my image that i'm posting is the source, ty
Flaming Monarch wrote:
> I killed povray!!!
>
> Can someone help me render a scene,
> I am working on this abstract thing and i am trying to render it but its
> taking forever.
> Will someone with a fast processor or way of rendering help me...
> Or maybe some help taking time off rendering...
> I like the scene as is so anything that is not destructive to the way it
> looks or renders would be great.
> I would love it so much if it could be 1024-768 aa 0.3
>
> Thanks Tonnes!!!!
>
>
>
>
> Source
>
>
>
> #declare Radiosity=on
> ;
>
> global_settings {
> assumed_gamma 1.0
> //max_trace_level 25
> #if (Radiosity)
> radiosity {
> pretrace_start 0.08 // start pretrace at this size
> pretrace_end 0.04 // end pretrace at this size
> count 35 // higher -> higher quality
> (1..1600) [35]
> nearest_count 5 // higher -> higher quality (1..10) [5]
> error_bound 1.8 // higher -> smoother, less accurate
> [1.8]
> recursion_limit 3 // how much interreflections are
> calculated (1..5+) [3]
> low_error_factor .5 // reduce error_bound during last
> pretrace step
> gray_threshold 0.0 // increase for weakening colors
> (0..1) [0]
> minimum_reuse 0.015 // reuse of old radiosity samples
> [0.015]
> brightness 1 // brightness of radiosity effects
> (0..1) [1]
>
> adc_bailout 0.01/2
> //normal on // take surface normals into account
> [off]
> //media on // take media into account [off]
> //save_file "file_name" // save radiosity data
> //load_file "file_name" // load saved radiosity data
> //always_sample off // turn sampling in final trace off
> [on]
> //max_sample 1.0 // maximum brightness of samples
> }
> #end
> }
>
>
>
>
>
>
>
>
> //-------------- Includes
>
> #include "colors.inc"
> #include "textures.inc"
> #include "metals.inc"
>
>
> //---------------------------- Variables for size and seed
> #declare R = seed(12);
> #declare num_spheres = 40;
> #declare area=10;
> #declare min_size = .15;
> #declare max_size = .35;
> //-----------------------------
>
>
> #declare thing = sphere_sweep {
> //linear_spline | b_spline | cubic_spline
> cubic_spline
>
> num_spheres,
>
> #declare i = 0;
> #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2),
> rand(R)*area-(area/2)>;
>
> start_pos, rand(R)*(max_size - min_size)+min_size,
>
> #while (i<num_spheres - 2)
> #declare s_size = rand(R)*(max_size - min_size)+min_size;
> <rand(R)*area-(area/2), rand(R)*area-(area/2),
> rand(R)*area-(area/2)>, s_size,
> #declare i = i + 1;
> #end
>
> start_pos, rand(R)*(max_size - min_size)+min_size
>
> //no_shadow
>
> }
>
> //-------------------------------
>
> object {thing texture {T_Chrome_2E }}
>
> //-------------------------------------------
>
> /*light_source {
> 0*x
> color rgb <1,1,1>
> translate <0, 10, -10>
> } */
>
> light_source {
> 0*x // light's position (translated below)
> color rgb 1.0 // light's color
> area_light
> <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
> 4, 4 // total number of lights in grid (4x*4z = 16 lights)
> adaptive 4 // 0,1,2,3...
> jitter // adds random softening of light
> circular // make the shape of the light circular
> orient // orient light
> translate <40, 80, -40> // <x y z> position of light
>
> }
> camera {
> location <0,1.5,-8.5>
> look_at <0, 0, 0>
> }
>
> //-------------------------------------------- Extra Scene objects
> sky_sphere { pigment { White} }
> // gradient y
> // color_map {
> // [0.0 rgb <0.6,0.7,1.0>]
> // [0.7 rgb <0.0,0.1,0.8>]
> // }
> // }
> //}
>
> /*
> plane {
> y, -1.5
> pigment { color rgb <0.7,0.5,0.5> }
> }
> */
>
> plane {
> y, -3.5
> //pigment{White}
> texture {
> pigment { rgb <1,1,1 > }
> finish {
> ambient 0
> diffuse 0
> reflection .3
> brilliance 0
> specular 1
> roughness 1
> }
> }
> }
>
> //------------------------------------------
>
>
> #declare thin = union {
>
> torus {
> 0.8,
> 0.2
> scale y*1
> }
>
> torus {
> 0.8,
> 0.2
> scale z*2
> rotate x*90
> }
>
> }
> #declare thig2 = union {
> object{thin scale 1 texture {T_Chrome_2D}//no_shadow
> rotate z*0}
> object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
> rotate z*45}
> object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
> rotate z*90}
> object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
> rotate z*135}
> object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
> rotate z*180}
> object{thin scale 2 texture {T_Chrome_2A}//no_shadow
> rotate z*225}
> object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
> rotate z*270}
> object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
> rotate z*315}
> }
>
> object {thig2 }
>
> //sphere { <0, -2.5, 5>, 1 pigment {Red}}
>
Post a reply to this message
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Flaming Monarch wrote:
>I killed povray!!!
I don't want to sound rude, but this isn't the group you are looking for.
For newbie questions, please use povray.newusers. If you want to post a
scene, please use povray.binaries.scene-files or povray.text.scene-files.
Please read the FAQ, too.
Anyway, the "problems" with your scene:
-"Complex" objects
-Lots of reflective surfaces
-Radiosity
-Area lights
Any of these makes a scene render slow. If you combine two of these, your
render will be somewhere between very slow and extremely slow. If you
combine more than two, you are probably hopeless.
(This might be a case of RTFM as well, I'm pretty sure that the docs have
some info on how these functions affect render time.)
--
Regards,
Gergely
Post a reply to this message
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Flaming Monarch <fla### [at] gatescom> wrote in
news:3efe264b$1@news.povray.org:
> I killed povray!!!
>
> Can someone help me render a scene,
> I am working on this abstract thing and i am trying to render it but
> its taking forever.
> Will someone with a fast processor or way of rendering help me...
> Or maybe some help taking time off rendering...
> I like the scene as is so anything that is not destructive to the way
> it looks or renders would be great.
> I would love it so much if it could be 1024-768 aa 0.3
I let my PC render your image during the night. It is finished now.
(4 hours @ 2 GHz Athlon)
How do you me to send it to you ?
E.g.:
.jpg -> By email
.jpg -> Posted to povray.binaries.images
.png or .bmp -> Uploaded temporarily to my home page server
Tor Olav
Post a reply to this message
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Thanks dude, Email me at
Fla### [at] fentraxcom
Tor Olav Kristensen wrote:
> Flaming Monarch <fla### [at] gatescom> wrote in
> news:3efe264b$1@news.povray.org:
>
>
>>I killed povray!!!
>>
>>Can someone help me render a scene,
>>I am working on this abstract thing and i am trying to render it but
>>its taking forever.
>>Will someone with a fast processor or way of rendering help me...
>>Or maybe some help taking time off rendering...
>>I like the scene as is so anything that is not destructive to the way
>>it looks or renders would be great.
>>I would love it so much if it could be 1024-768 aa 0.3
>
>
>
> I let my PC render your image during the night. It is finished now.
> (4 hours @ 2 GHz Athlon)
>
> How do you me to send it to you ?
>
> E.g.:
>
> .jpg -> By email
> .jpg -> Posted to povray.binaries.images
> .png or .bmp -> Uploaded temporarily to my home page server
>
>
> Tor Olav
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Flaming Monarch <fla### [at] gatescom> wrote in
news:3efe264b$1@news.povray.org:
> I would love it so much if it could be 1024-768 aa 0.3
Just for curiosity, I rendered it last night @ 1280X1024. I thought that
others might want to see it too. So here's the details followed by the
image...
I rendered it on a P4 2.7GH[512K Cache 533MHZ] @ 1024MB RDRAM
-----------------------------------------------------------------------
Statistics for test3.pov, Resolution 1280 x 1024
-----------------------------------------------------------------------
Pixels: 1312689 Samples: 3065041 Smpls/Pxl: 2.33
Rays: 12091612 Saved: 29036 Max Level: 5/5
-----------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
-----------------------------------------------------------------------
Plane 59562867 5475468 9.19
Sphere Sweep 129703511 50443719 38.89
Torus 44692530 16088791 36.00
Torus Bound 44692530 18582480 41.58
Bounding Box 525172097 179772564 34.23
Vista Buffer 38184506 30319591 79.40
-----------------------------------------------------------------------
Roots tested: 4817612387 eliminated: 7407854
Calls to Noise: 0 Calls to DNoise: 10
-----------------------------------------------------------------------
Shadow Ray Tests: 142451087 Succeeded: 47275155
Reflected Rays: 8855638
-----------------------------------------------------------------------
Radiosity samples calculated: 5305 (0.08 percent)
Radiosity samples reused: 6822597
-----------------------------------------------------------------------
Smallest Alloc: 25 bytes Largest: 25644
Peak memory used: 1068595 bytes
-----------------------------------------------------------------------
Time For Trace: 5 hours 55 minutes 7.0 seconds (21307 seconds)
Total Time: 5 hours 55 minutes 7.0 seconds (21307 seconds)
-----------------------------------------------------------------------
CPU time used: kernel 0.78 seconds, user 21301.53 seconds, total 21302.31
seconds
Render averaged 61.53 PPS over 1310720 pixels
-----------------------------------------------
This file was encoded with the new yEnc encoding scheme, designed to save
bandwidth by dramatically reducing the 30%+ overhead incurred by UU and Base64.
For more info, see http://www.yenc.org/
Post a reply to this message
Attachments:
Download '=ybegin line=128 size=101656 name=test3.jpg.dat' (103 KB)
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Martin Belair <bad### [at] hotmailDOTcom> wrote in
> This file was encoded with the new yEnc encoding scheme, designed to
> save bandwidth by dramatically reducing the 30%+ overhead incurred by
> UU and Base64. For more info, see http://www.yenc.org/
Oh yes.... The attachement is yEnc encoded. If you can't decode it, and have
enough request, I can re-send it the old fashion way....
Ciao!
Mart
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Cool, Ty for the help, but I dont think that the image attached very
well. its all weird like when u open an image in notepad.
Martin Belair wrote:
> Flaming Monarch <fla### [at] gatescom> wrote in
> news:3efe264b$1@news.povray.org:
>
>
>>I would love it so much if it could be 1024-768 aa 0.3
>
>
> Just for curiosity, I rendered it last night @ 1280X1024. I thought that
> others might want to see it too. So here's the details followed by the
> image...
>
> I rendered it on a P4 2.7GH[512K Cache 533MHZ] @ 1024MB RDRAM
>
> -----------------------------------------------------------------------
> Statistics for test3.pov, Resolution 1280 x 1024
> -----------------------------------------------------------------------
> Pixels: 1312689 Samples: 3065041 Smpls/Pxl: 2.33
> Rays: 12091612 Saved: 29036 Max Level: 5/5
> -----------------------------------------------------------------------
> Ray->Shape Intersection Tests Succeeded Percentage
> -----------------------------------------------------------------------
> Plane 59562867 5475468 9.19
> Sphere Sweep 129703511 50443719 38.89
> Torus 44692530 16088791 36.00
> Torus Bound 44692530 18582480 41.58
> Bounding Box 525172097 179772564 34.23
> Vista Buffer 38184506 30319591 79.40
> -----------------------------------------------------------------------
> Roots tested: 4817612387 eliminated: 7407854
> Calls to Noise: 0 Calls to DNoise: 10
> -----------------------------------------------------------------------
> Shadow Ray Tests: 142451087 Succeeded: 47275155
> Reflected Rays: 8855638
> -----------------------------------------------------------------------
> Radiosity samples calculated: 5305 (0.08 percent)
> Radiosity samples reused: 6822597
> -----------------------------------------------------------------------
> Smallest Alloc: 25 bytes Largest: 25644
> Peak memory used: 1068595 bytes
> -----------------------------------------------------------------------
> Time For Trace: 5 hours 55 minutes 7.0 seconds (21307 seconds)
> Total Time: 5 hours 55 minutes 7.0 seconds (21307 seconds)
> -----------------------------------------------------------------------
> CPU time used: kernel 0.78 seconds, user 21301.53 seconds, total 21302.31
> seconds
> Render averaged 61.53 PPS over 1310720 pixels
>
> -----------------------------------------------
>
>
> This file was encoded with the new yEnc encoding scheme, designed to save
> bandwidth by dramatically reducing the 30%+ overhead incurred by UU and Base64.
> For more info, see http://www.yenc.org/
>
> =ybegin line=128 size=101656 name=test3.jpg
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> =yend size=101704 crc32=0d72f868
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Ah ok then plz old way ty,
Martin Belair wrote:
> Martin Belair <bad### [at] hotmailDOTcom> wrote in
>
>
>>This file was encoded with the new yEnc encoding scheme, designed to
>>save bandwidth by dramatically reducing the 30%+ overhead incurred by
>>UU and Base64. For more info, see http://www.yenc.org/
>
>
> Oh yes.... The attachement is yEnc encoded. If you can't decode it, and have
> enough request, I can re-send it the old fashion way....
>
> Ciao!
>
> Mart
Post a reply to this message
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So what do you think of it artisticaly?
Flaming Monarch wrote:
> I killed povray!!!
>
> Can someone help me render a scene,
> I am working on this abstract thing and i am trying to render it but its
> taking forever.
> Will someone with a fast processor or way of rendering help me...
> Or maybe some help taking time off rendering...
> I like the scene as is so anything that is not destructive to the way it
> looks or renders would be great.
> I would love it so much if it could be 1024-768 aa 0.3
>
> Thanks Tonnes!!!!
>
>
>
>
> Source
>
>
>
> #declare Radiosity=on
> ;
>
> global_settings {
> assumed_gamma 1.0
> //max_trace_level 25
> #if (Radiosity)
> radiosity {
> pretrace_start 0.08 // start pretrace at this size
> pretrace_end 0.04 // end pretrace at this size
> count 35 // higher -> higher quality
> (1..1600) [35]
> nearest_count 5 // higher -> higher quality (1..10) [5]
> error_bound 1.8 // higher -> smoother, less accurate
> [1.8]
> recursion_limit 3 // how much interreflections are
> calculated (1..5+) [3]
> low_error_factor .5 // reduce error_bound during last
> pretrace step
> gray_threshold 0.0 // increase for weakening colors
> (0..1) [0]
> minimum_reuse 0.015 // reuse of old radiosity samples
> [0.015]
> brightness 1 // brightness of radiosity effects
> (0..1) [1]
>
> adc_bailout 0.01/2
> //normal on // take surface normals into account
> [off]
> //media on // take media into account [off]
> //save_file "file_name" // save radiosity data
> //load_file "file_name" // load saved radiosity data
> //always_sample off // turn sampling in final trace off
> [on]
> //max_sample 1.0 // maximum brightness of samples
> }
> #end
> }
>
>
>
>
>
>
>
>
> //-------------- Includes
>
> #include "colors.inc"
> #include "textures.inc"
> #include "metals.inc"
>
>
> //---------------------------- Variables for size and seed
> #declare R = seed(12);
> #declare num_spheres = 40;
> #declare area=10;
> #declare min_size = .15;
> #declare max_size = .35;
> //-----------------------------
>
>
> #declare thing = sphere_sweep {
> //linear_spline | b_spline | cubic_spline
> cubic_spline
>
> num_spheres,
>
> #declare i = 0;
> #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2),
> rand(R)*area-(area/2)>;
>
> start_pos, rand(R)*(max_size - min_size)+min_size,
>
> #while (i<num_spheres - 2)
> #declare s_size = rand(R)*(max_size - min_size)+min_size;
> <rand(R)*area-(area/2), rand(R)*area-(area/2),
> rand(R)*area-(area/2)>, s_size,
> #declare i = i + 1;
> #end
>
> start_pos, rand(R)*(max_size - min_size)+min_size
>
> //no_shadow
>
> }
>
> //-------------------------------
>
> object {thing texture {T_Chrome_2E }}
>
> //-------------------------------------------
>
> /*light_source {
> 0*x
> color rgb <1,1,1>
> translate <0, 10, -10>
> } */
>
> light_source {
> 0*x // light's position (translated below)
> color rgb 1.0 // light's color
> area_light
> <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
> 4, 4 // total number of lights in grid (4x*4z = 16 lights)
> adaptive 4 // 0,1,2,3...
> jitter // adds random softening of light
> circular // make the shape of the light circular
> orient // orient light
> translate <40, 80, -40> // <x y z> position of light
>
> }
> camera {
> location <0,1.5,-8.5>
> look_at <0, 0, 0>
> }
>
> //-------------------------------------------- Extra Scene objects
> sky_sphere { pigment { White} }
> // gradient y
> // color_map {
> // [0.0 rgb <0.6,0.7,1.0>]
> // [0.7 rgb <0.0,0.1,0.8>]
> // }
> // }
> //}
>
> /*
> plane {
> y, -1.5
> pigment { color rgb <0.7,0.5,0.5> }
> }
> */
>
> plane {
> y, -3.5
> //pigment{White}
> texture {
> pigment { rgb <1,1,1 > }
> finish {
> ambient 0
> diffuse 0
> reflection .3
> brilliance 0
> specular 1
> roughness 1
> }
> }
> }
>
> //------------------------------------------
>
>
> #declare thin = union {
>
> torus {
> 0.8,
> 0.2
> scale y*1
> }
>
> torus {
> 0.8,
> 0.2
> scale z*2
> rotate x*90
> }
>
> }
> #declare thig2 = union {
> object{thin scale 1 texture {T_Chrome_2D}//no_shadow
> rotate z*0}
> object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
> rotate z*45}
> object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
> rotate z*90}
> object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
> rotate z*135}
> object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
> rotate z*180}
> object{thin scale 2 texture {T_Chrome_2A}//no_shadow
> rotate z*225}
> object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
> rotate z*270}
> object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
> rotate z*315}
> }
>
> object {thig2 }
>
> //sphere { <0, -2.5, 5>, 1 pigment {Red}}
>
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