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Wow... you did this with ... *boxes* ... Impressive!
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Wait - there's a contest for "few code, many objects"?
Man, imagine if you could describe POV-Ray scenes in Haskell... >:-D
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Orchid XP v3 <voi### [at] dev null> wrote:
> Wait - there's a contest for "few code, many objects"?
>
> Man, imagine if you could describe POV-Ray scenes in Haskell... >:-D
Actually, SDL is powerful enough to implement Ackermann's function,
which means that with *very* little code you can create so many
objects that it will quickly overwhelm all CPU power and memory in
the world combined. (Ah, the joys of recursion...!)
Of course, the *usefulness* of such a thing is questionable, so I've
chosen to interpret the contest as "with as little code as possible,
create as many objects as possible that would result in a
_meaningful scene_".
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"Agustin Britait Molina" <agu### [at] hotmail com> wrote:
> //Hello my friends
> //I posted my first image in newsgroup...
> //Components: Two planes, some lights, and hundreds of boxs
> #declare i=-700;#while (i<=-100)
> light_source { <0, i, 0>, 60 fade_distance 1 fade_power 1.25 shadowless }
> #declare i=i+200;#end
> light_source { <0, 100, 0>, 120 fade_distance 1 fade_power 1.25 shadowless
> }
Beatiful picture, IMO. It never ever dawned on me to put light sources
inside a routine, thanks for the idea.
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Grassblade wrote:
> Beatiful picture, IMO. It never ever dawned on me to put light sources
> inside a routine, thanks for the idea.
>
I've done it before, but it tends to overwhelm the scene if you're not
careful.
Here, it came out great :)
...Chambers
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Agustin Britait Molina wrote:
> //Hello my friends
> //I posted my first image in newsgroup...
> //Components: Two planes, some lights, and hundreds of boxs
>
Very very nice - I actually got vertigo looking down that tunnel...
--
Stefan
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"Agustin Britait Molina" <agu### [at] hotmail com> wrote:
Great effect, the image would look even better with a bit of focal blur but
I guess with that many light sources and objects you would need all the
computers in the world to render it... How long did the render take?
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"s.day" <s.d### [at] uel ac uk> wrote:
> "Agustin Britait Molina" <agu### [at] hotmail com> wrote:
>
> Great effect, the image would look even better with a bit of focal blur but
> I guess with that many light sources and objects you would need all the
> computers in the world to render it... How long did the render take?
About one and half minute, few time... I haven't enought pacience to wait a
slow render (more than 5 minutes)
My computer is a AMD Athon 2000 with 384 RAM and w2000 SP4 server
I will try render with focal blur
----------------------------------------------------------------
Render Statistics
Image Resolution 800 x 600
Pixels: 480605 Samples: 480605 Smpls/Pxl: 1.00
Rays: 1298034 Saved: 0 Max Level: 5/5
Ray->Shape Intersection Tests Succeeded Percentage
Box 5213875 2836905 54.41
Plane 2595998 1303580 50.21
Bounding Box 67389996 21921815 32.53
Vista Buffer 27031790 16349486 60.48
Calls to Noise: 0 Calls to DNoise: 10
Reflected Rays: 17634
Radiosity samples calculated: 24149 (1.89 %)
Radiosity samples reused: 1255828
Smallest Alloc: 18 bytes
Largest Alloc: 75016 bytes
Peak memory used: 16025694 bytes
Total Scene Processing Times
Parse Time: 0 hours 0 minutes 2 seconds (2 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 0 hours 1 minutes 28 seconds (88 seconds)
Total Time: 0 hours 1 minutes 30 seconds (90 seconds)
CPU time used: kernel 0.48 seconds, user 86.86 seconds, total 87.34 seconds
Render averaged 5495.53 PPS over 480000 pixels
POV-Ray finished
----------------------------------------------------------------
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Focal blur version, time render 495 secs ~ 8 mins 15 segs
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Here's mine. I could've bumped it up and squeezed more cubes into each ring,
but I'm not a CPU sadist. 2 minutes 30 seconds at 800x600 with 0.1
antialiasing
//Lots of objects in little code
#macro circ (a)
#declare i = 25;
object {
union {
#while (i>0)
box {-.07,.07
pigment { color rgb .5 }
translate 1*z
rotate i*(360/25)*y
}
#declare i = i-1;
#end
#if (mod(a,10)=0)
light_source {<0,0,2>
color rgb <.2,.2,.6>
}
light_source {<0,0,0>
color rgb <.2,.6,.2>
}
#end
}
translate (a/8)*x + 2*z
rotate (360/40)*a*x
}
#end
#declare j = 140;
#while (j>=-140)
circ(j)
#declare j = j-1;
#end
camera {
location 6
look_at 0
}
Here's all the render stats (minus the configuration information at the
beginning):
Scene Statistics
Finite objects: 7025
Infinite objects: 0
Light sources: 58
Total: 7083
Render Statistics
Image Resolution 800 x 600
Pixels: 480800 Samples: 1944040 Smpls/Pxl: 4.04
Rays: 1944040 Saved: 0 Max Level: 1/5
Ray->Shape Intersection Tests Succeeded Percentage
Box 75278235 34041790 45.22
Bounding Box 74833731 40966070 54.74
Light Buffer 1434219443 383715398 26.75
Vista Buffer 77198516 42158149 54.61
Calls to Noise: 0 Calls to DNoise: 10
Shadow Ray Tests: 58571546 Succeeded: 32576089
Smallest Alloc: 18 bytes
Largest Alloc: 56216 bytes
Peak memory used: 35698021 bytes
Total Scene Processing Times
Parse Time: 0 hours 0 minutes 5 seconds (5 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Cloth Time: 0 hours 0 minutes 0 seconds (0 seconds)
Mechsim Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 0 hours 2 minutes 25 seconds (145 seconds)
Postpr. Time: 0 hours 0 minutes 0 seconds (0 seconds)
Total Time: 0 hours 2 minutes 30 seconds (150 seconds)
CPU time used: kernel 0.50 seconds, user 138.52 seconds, total 139.02
seconds
Render averaged 3452.85 PPS over 480000 pixels
POV-Ray finished
(yes I use MegaPOV, I never bother switching back and forth since MegaPOV is
fully back-compatible)
I think this is an elementary example of how powerful lightsources are. As
you can see, there are only 58 lightsources in a scene full of thousands of
boxes and it looks fully lit.
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