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In documentation there is an example
//////////////////////////////////////////////////////////////////////////////
global_settings
{ photons
{ count 20000
media 100
}
}
camera { location <14.9, 1, -8> look_at -z angle 70 }
light_source { <10,100,150>, 1 }
background { rgb <0.3, 0.6, 0.9> }
// A dim light source inside the room which does not
// interact with media so that we can see the room:
light_source { <14, -5, 2>, 0.5 media_interaction off }
// Room
union
{ difference
{ box { <-11, -7, -11>, <16, 7, 10.5> }
box { <-10, -6, -10>, <15, 6, 10> }
box { <-4, -2, 9.9>, <2, 3, 10.6> }
}
box { <-1.25, -2, 10>, <-0.75, 3, 10.5> }
box { <-4, 0.25, 10>, <2, 0.75, 10.5> }
pigment { rgb 1 }
}
// Reflective floor:
box
{ <-10, -5.99, -10>, <15, -6, 10>
pigment { rgb 1 }
finish { reflection <0.5, 0.4, 0.2> }
photons { target reflection on }
}
// Scattering media box:
box
{ <-5, -6.5, -10.5>, <3, 6.5, 10.25>
pigment { rgbt 1 } hollow
photons { pass_through }
interior
{ media
{ scattering { 1, 0.07 extinction 0.01 }
samples 30
}
}
}
///////////////////////////////////////////////////////////////////////////////
Render time: 11 m
I created a similar scene in Blender, using mesh2
///////////////////////////////////////////////////////////////////////////////
//----------------------------------------------
//--Export to Povray from Blender--
//----------------------------------------------
#version 3.7;
#include "functions.inc"
global_settings {
photons {
count 20000
media 100
}
}
background {rgbt<0.0509, 0.0509, 0.0509, 0>}
//--Material Definitions--
#declare T_Map_Cube = pigment {color rgb<0,0,0>}
#declare Texture_2_Cube = pigment {color rgb<0,0,0>}
#declare T_Map_Cube_001 = pigment {color rgb<0,0,0>}
#declare Texture_2_Cube_001 = pigment {color rgb<0,0,0>}
#declare T_Map_Plane = pigment {color rgb<0,0,0>}
#declare Texture_2_Plane = pigment {color rgb<0,0,0>}
#declare T_Map_Plane_001 = pigment {color rgb<0,0,0>}
#declare Texture_2_Plane_001 = pigment {color rgb<0,0,0>}
#declare shader_Material = finish { //translation of spec and mir levels for
when no map influences them
brilliance 2
specular 0
roughness 0.0001
diffuse 0.8 0
ambient <0, 0, 0>
emission 0
conserve_energy
}
#declare Texture_1_Cube = texture {pigment {color rgbft<0.8,0.8,0.8,0,0>}
finish{shader_Material}}
#declare shader_Material_004 = finish { //translation of spec and mir levels
for when no map influences them
diffuse 0.8
phong 70.0
}
#declare Texture_1_Cube_001 = texture {pigment {color rgbt 1}}
#declare shader_Material_002 = finish { //translation of spec and mir levels
for when no map influences them
brilliance 2
specular 0.5
roughness 0.01
diffuse 0.8 0
ambient <0, 0, 0>
emission 0
conserve_energy
reflection {
0.287 metallic 0 }
}
#declare Texture_1_Plane = texture {pigment {color rgbft<0.8,0.6416,0.1664,0,0>}
finish{shader_Material_002}}
#declare shader_Material_003 = finish { //translation of spec and mir levels
for when no map influences them
brilliance 2
specular 0
roughness 0.0001
diffuse 1 0
ambient <0, 0, 0>
emission 1.76
conserve_energy
}
#declare Texture_1_Plane_001 = texture {pigment {color rgbft<0.8,0.8,0.8,0,0>}
finish{shader_Material_003}}
#declare T_Mix_1_Cube = Texture_1_Cube
#declare T_Mix_2_Cube = Texture_2_Cube
#declare T_Mix_1_Cube_001 = Texture_1_Cube_001
#declare T_Mix_2_Cube_001 = Texture_2_Cube_001
#declare T_Mix_1_Plane = Texture_1_Plane
#declare T_Mix_2_Plane = Texture_2_Plane
#declare T_Mix_1_Plane_001 = Texture_1_Plane_001
#declare T_Mix_2_Plane_001 = Texture_2_Plane_001
//--Mesh objects--
#declare Cube_001 =
mesh2 {
vertex_vectors {
8,
<0.958881, 1.522728, -0.958881>,
<-0.958881, 1.522728, -0.958881>,
<-0.958881, -2.315529, -0.958881>,
<0.958881, -2.315529, -0.958881>,
<0.958882, 1.522728, 0.958881>,
<0.958881, -2.315530, 0.958881>,
<-0.958882, -2.315529, 0.958881>,
<-0.958881, 1.522728, 0.958881>
}
normal_vectors {
6,
<0.000000, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>,
<1.000000, -0.000000, 0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>,
<0.000000, -0.000000, 1.000000>
}
texture_list{1, texture { pigment_pattern { T_Map_Cube_001 }
texture_map {
[0.0 T_Mix_1_Cube_001]
[1.0 T_Mix_2_Cube_001]
}}}
face_indices {
12,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,5,6>, 0,0,0,
<4,6,7>, 0,0,0,
<3,2,6>, 0,0,0,
<3,6,5>, 0,0,0,
<2,1,7>, 0,0,0,
<2,7,6>, 0,0,0,
<1,0,4>, 0,0,0,
<1,4,7>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,5>, 0,0,0
}
normal_indices {
12,
<5,5,5>,
<5,5,5>,
<0,0,0>,
<0,0,0>,
<4,4,4>,
<4,4,4>,
<2,2,2>,
<2,2,2>,
<1,1,1>,
<1,1,1>,
<3,3,3>,
<3,3,3>
}
hollow
interior {
media {
scattering { 1,
<0.08353, 0.08353, 0.08353>
extinction 4.871 }
samples 256
}
}
photons{ pass_through }
}
#declare Plane_001 =
mesh2 {
vertex_vectors {
4,
<1.000000, -1.000000, 0.000000>,
<-1.000000, -1.000000, 0.000000>,
<1.000000, 1.000000, 0.000000>,
<-1.000000, 1.000000, 0.000000>
}
normal_vectors {
1,
<0.000000, 0.000000, 1.000000>
}
texture_list{1, texture { pigment_pattern { T_Map_Plane_001 }
texture_map {
[0.0 T_Mix_1_Plane_001]
[1.0 T_Mix_2_Plane_001]
}}}
face_indices {
2,
<1,0,2>, 0,0,0,
<1,2,3>, 0,0,0
}
normal_indices {
2,
<0,0,0>,
<0,0,0>
}
interior {
ior 1.000000
caustics 0.1
}
photons{ }
}
#declare Plane =
mesh2 {
vertex_vectors {
4,
<1.000000, -1.000000, 0.000000>,
<-1.000000, -1.000000, 0.000000>,
<1.000000, 1.000000, 0.000000>,
<-1.000000, 1.000000, 0.000000>
}
normal_vectors {
1,
<0.000000, 0.000000, 1.000000>
}
texture_list{1, texture { pigment_pattern { T_Map_Plane }
texture_map {
[0.0 T_Mix_1_Plane]
[1.0 T_Mix_2_Plane]
}}}
face_indices {
2,
<1,0,2>, 0,0,0,
<1,2,3>, 0,0,0
}
normal_indices {
2,
<0,0,0>,
<0,0,0>
}
interior {
ior 1.072000
}
photons{
target 1
reflection on
}
}
#declare Cube =
mesh2 {
vertex_vectors {
24,
<1.000000, 1.000000, -1.000000>,
<1.000000, -2.356648, -1.000000>,
<-1.000000, -2.356648, -1.000000>,
<-1.000000, 1.000000, -1.000000>,
<1.000000, 0.999999, 1.000000>,
<0.999999, -2.356648, 1.000000>,
<-1.000000, -2.356647, 1.000000>,
<-1.000000, 1.000000, 1.000000>,
<1.000000, 0.242933, -0.270760>,
<1.000000, -0.242933, -0.270760>,
<1.000000, 0.242933, 0.556969>,
<1.000000, -0.242933, 0.556969>,
<0.958881, 0.958881, -0.958881>,
<-0.958881, 0.958882, -0.958881>,
<-0.958881, -2.315529, -0.958881>,
<0.958881, -2.315529, -0.958881>,
<0.958882, 0.958881, 0.958881>,
<0.958881, -2.315530, 0.958881>,
<-0.958882, -2.315529, 0.958881>,
<-0.958881, 0.958881, 0.958881>,
<0.958881, 0.242933, -0.270760>,
<0.958881, 0.242933, 0.556969>,
<0.958881, -0.242933, -0.270760>,
<0.958881, -0.242933, 0.556969>
}
normal_vectors {
20,
<-0.000000, -1.000000, -0.000000>,
<1.000000, -0.000000, -0.000000>,
<-0.000000, -0.000000, 1.000000>,
<0.000001, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>,
<1.000000, 0.000000, 0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>,
<0.000000, -0.000000, 1.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 0.000000, -1.000000>,
<1.000000, -0.000000, 0.000000>,
<-0.000000, -1.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<-1.000000, 0.000000, 0.000000>,
<0.000000, 1.000000, 0.000000>,
<-1.000000, 0.000000, 0.000000>,
<0.000000, 1.000000, 0.000000>,
<1.000000, -0.000000, -0.000000>,
<1.000000, -0.000000, 0.000000>
}
texture_list{1, texture { pigment_pattern { T_Map_Cube }
texture_map {
[0.0 T_Mix_1_Cube]
[1.0 T_Mix_2_Cube]
}}}
face_indices {
44,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,7,6>, 0,0,0,
<4,6,5>, 0,0,0,
<0,4,10>, 0,0,0,
<0,10,8>, 0,0,0,
<1,5,6>, 0,0,0,
<1,6,2>, 0,0,0,
<2,6,7>, 0,0,0,
<2,7,3>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,7>, 0,0,0,
<1,0,8>, 0,0,0,
<1,8,9>, 0,0,0,
<5,1,9>, 0,0,0,
<5,9,11>, 0,0,0,
<4,5,11>, 0,0,0,
<4,11,10>, 0,0,0,
<12,13,14>, 0,0,0,
<12,14,15>, 0,0,0,
<16,17,18>, 0,0,0,
<16,18,19>, 0,0,0,
<12,20,21>, 0,0,0,
<12,21,16>, 0,0,0,
<15,14,18>, 0,0,0,
<15,18,17>, 0,0,0,
<14,13,19>, 0,0,0,
<14,19,18>, 0,0,0,
<16,19,13>, 0,0,0,
<16,13,12>, 0,0,0,
<15,22,20>, 0,0,0,
<15,20,12>, 0,0,0,
<17,23,22>, 0,0,0,
<17,22,15>, 0,0,0,
<16,21,23>, 0,0,0,
<16,23,17>, 0,0,0,
<8,10,21>, 0,0,0,
<8,21,20>, 0,0,0,
<11,9,22>, 0,0,0,
<11,22,23>, 0,0,0,
<10,11,23>, 0,0,0,
<10,23,21>, 0,0,0,
<9,8,20>, 0,0,0,
<9,20,22>, 0,0,0
}
normal_indices {
44,
<10,10,10>,
<10,10,10>,
<8,8,8>,
<8,8,8>,
<1,1,1>,
<1,1,1>,
<12,12,12>,
<12,12,12>,
<13,13,13>,
<13,13,13>,
<15,15,15>,
<15,15,15>,
<5,5,5>,
<5,5,5>,
<11,11,11>,
<11,11,11>,
<18,18,18>,
<18,18,18>,
<8,8,8>,
<8,8,8>,
<10,10,10>,
<10,10,10>,
<14,14,14>,
<14,14,14>,
<17,17,17>,
<17,17,17>,
<19,19,19>,
<19,19,19>,
<4,4,4>,
<4,4,4>,
<9,9,9>,
<9,9,9>,
<6,6,6>,
<6,6,6>,
<16,16,16>,
<16,16,16>,
<0,0,0>,
<0,0,0>,
<7,7,7>,
<7,7,7>,
<3,3,3>,
<3,3,3>,
<2,2,2>,
<2,2,2>
}
interior {
ior 1.000000
}
}
//----Blender Object Name:Cube----
object {
Cube
matrix <3.000000, 0.000000, 0.000000, 0.000000, -0.000000, -3.000000,
0.000000, 1.868832, -0.000000, 0.000000, 0.000000, 0.000000>
}
//----Blender Object Name:Cube_001----
object {
Cube_001
matrix <3.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.949719,
0.000000, 1.868832, -0.000000, 0.000000, 0.000000, 0.098744>
}
//----Blender Object Name:Plane_001----
object {
Plane_001
matrix <5.338935, 0.000000, 0.000000, 0.000000, -0.000000, -5.338935,
0.000000, 5.338935, -0.000000, -2.303558, 1.657419, 1.990753>
}
//----Blender Object Name:Plane----
object {
Plane
matrix <3.974819, 0.000000, 0.000000, 0.000000, -0.000000, -5.989536,
0.000000, 3.974819, -0.000000, 0.000000, -1.738466, 1.724134>
}
light_source {
< 0,0,0 >
color rgb<2, 2, 2>
media_interaction off
matrix <1.000000, 0.000000, 0.000000, 0.000000, -0.000000, -1.270558,
0.000000, 1.000000, -0.000000, 0.001291, 1.166238, -0.000001>
}
light_source {
< 0,0,0 >
color rgb<2.72, 2.72, 2.72>
fade_distance 14.999991
fade_power 2
matrix <-0.290865, -0.055189, -0.955171, -0.771101, 0.604525, 0.199883,
0.566393, 0.794672, -0.218391, 11.125839, 6.465459, -0.060348>
}
camera {
perspective
location <0, 0, 0>
look_at <0, 0, -1>
right <-1.7777777777777777, 0, 0>
up <0, 1, 0>
angle 65.920597
rotate <-1.953649, 0.934839, -0.000000>
translate <0.023297, -0.464718, 5.683205>
}
////////////////////////////////////////////////////////////////////////////
Render time very long!!!! 10 hours
In what reason of such difference? 11 minutes against 10 hours
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