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Alain <ele### [at] netscapenet> wrote:
> MattM nous apporta ses lumieres en ce 21-02-2007 04:44:
> > I did some very similar clouds to this a few months ago and had the same
> > initial problems, I couldn't seem to get around the fact that to get rid of
> > the black dots I had to up the max_trace_level global setting to something
> > like 40 and I also increased the media samples and intervals values (to 10
> > each in my case) but I think this depends on the media method type) the
> > resulting clouds looked good but took many hours to render, I #declared a
> > quick setting to allow me to do quick renders) as in ...
> >
> >
> > #declare quick=off;
> >
> > media {
> > #if (quick)
> > intervals 2
> > samples 2
> > #else
> > intervals 10
> > samples 10
> > #end
> >
> > etc
> >
> > Hope this helps, although if anyone can do quicker clouds like this I'd be
> > very interested too!
> >
> > "FlaPovFan" <nomail@nomail> wrote:
> >> problem, but the dots cover a very small area and the problem could be
> >> resolved in an image-editing problem. That's not the Pov-Ray way, though.
> >>
> >> sure is bloated. Also, any suggestions on removing the black dots.
> >> help the problem and really slowed down render times. A Google search
> >> revealed a patch for the Linux version of Pov-Ray that was supposed to
> >> program. I use the Windows version.
> >>
> >> Thanks, in advance, for any help.
> >>
> >> #include "colors.inc"
> >> include "functions.inc"
> >>
> >> camera {
> >> location <-14.0, 30.0, -89.0>
> >> angle 111
> >> look_at <4.0, 42.0, 0.0> right x*image_width/image_height
> >> rotate 15.5*y
> >> rotate -5*x
> >> rotate 3*z
> >> }
> >>
> >>
> >> light_source {0*x // light's position (translated below)
> >> color rgb <1,1,1> // light's color
> >> translate <0, 460, -520>
> >> }
> >>
> >>
> >>
> >> #declare Cloud=
> >>
> >> isosurface {
> >> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
> >> y*6.4-32, z*.18+16))+
> >> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
> >>
> >>
> >> contained_by {sphere {0,156.6}}
> >> max_gradient 100
> >> accuracy .00001
> >> threshold .4
> >> all_intersections
> >> max_trace 300
> >> hollow no_shadow
> >>
> >>
> >> texture { pigment { rgbt 1 } }
> >>
> >> interior {
> >>
> >> media { scattering {2 .11 extinction .6 } emission <.005,.005,.005>
> >> density {spherical
> >> warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
> >> density_map {
> >> [0 rgb 0 ]
> >> [.4 rgb .01]
> >> [.7 rgb .0128]
> >> [.99 rgb .0421]
> >> [.995 rgb 1.0001]
> >> [1 rgb .8]
> >> }
> >>
> >> turbulence 6.55
> >> octaves 6
> >> omega 0.7
> >> lambda 2
> >> color_map {
> >>
> >> [0.0 0.1 color rgb <.6, .6, .6>*1.6
> >> color rgbt <0.85, 0.85,0.85, .35>*1.6]
> >> [0.11 0.6 color Clear
> >> color rgbt <1, 1, 1, .5>*1.6]
> >> [0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
> >> color rgbt <0.7,0.7,0.8,.7>]
> >> }
> >>
> >> } } } }
> >>
> >>
> >> #object {Cloud scale <7,7,2>*.47 rotate 20*z translate 85*y translate 22*z}
> >>
> >> sky_sphere {
> >> pigment {
> >> wrinkles
> >> scale 0.35
> >> turbulence .4
> >> octaves 300
> >> color_map {
> >> [0 color rgb <0.25, 0.25, 0.7>]
> >> [1 color rgb <0.9, 0.9, 1>]
> >> }
> >> }
> >>
> >> }
> >
> >
> > ------------------------------------------------------------------------
> >
> Default method is 3. With this method, it's best to only have 1 interval and
> increase samples. In your case, replacing {intervals 10 samples 10} by {samples
> 100} will be considerably faster.
>
> --
> Alain
> -------------------------------------------------
> Believe those who are seeking the truth; doubt those who find it.
in the reworked code.
This code results in much faster renderings, without black dots. The
biggest contributor to the disappearance of the dots might be the rotation
of the Cloud object.
#include "colors.inc"
#include "functions.inc"
camera {
location <-14.0, 30.0, -89.0>
angle 111
look_at <4.0, 42.0, 0.0> right x*image_width/image_height
rotate 15.5*y
rotate -5*x
rotate 3*z
}
light_source {0*x
color rgb <1,1,1>
translate <0, 460, -520>
}
#declare F_CloudObject=
function {min(f_sphere(x/4.2+2, y/2.8-2, z/1.8-6, 2.0),(f_sphere(x/4.2+3,
y/2.8-3, z/1.8-5, 1.0)),(f_sphere(x/4.2+3.4, y/2.8-.4, z/1.8-5, 1.3)))}
#declare Cloud=
isosurface {function
{min(F_CloudObject(x,y,z),f_torus(x/3+4,y/2-2,z/3-3,.1,.7))-f_granite(x/15-13,
y/25-13, z/700-74)}
contained_by {sphere {0,156.6}}
//max_gradient 100
accuracy .0001
threshold .8
all_intersections
//max_trace 300
hollow no_shadow
texture { pigment { rgbt 1 } }
interior {
media { scattering {2 .14 extinction .6 } emission <.005,.005,.001>*.8
method 2
intervals 4
samples 5,10
ratio .001
density {spherical
warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
density_map {
[0 rgb 0 ]
[.4 rgb .01]
[.7 rgb .0128]
[.99 rgb .0421]
[.995 rgb 1.0001]
[1 rgb .8]
}
turbulence 6.55
octaves 6
omega 0.7
lambda 2
color_map {
[0.0 0.1 color rgb <.6, .6, .6>*1.6
color rgbt <0.85, 0.85,0.85, .35>*1.6]
[0.11 0.6 color Clear
color rgbt <1, 1, 1, .5>*1.6]
[0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
color rgbt <0.7,0.7,0.8,.7>]
}
} } } }
#object {Cloud scale <7,7,4>*.47 rotate <-34,12,20> translate 85*y translate
22*z}
sky_sphere {
pigment {
wrinkles
scale 0.35
turbulence 0
octaves 300
color_map {
[0 color rgb <0.25, 0.25, 0.7>]
[1 color rgb <0.9, 0.9, 1>]
}
}
}
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