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and here it is, no light_sources and a few extra tweakings, like recursion_limit
2 to more closely resemble the path tracing. BTW, I was in a hurry and got the
title wrong, but fidos was kind enough not to let it die in vain...
#local HQ = 1;
#local GI = 1;
#local GIgather = 0;
#local CAUSTICS = 0;
#local CAUSTICSgather = 1;
#default { finish { ambient 0 diffuse .56 } }
global_settings {
max_trace_level 12
adc_bailout .01
#if (GI)
radiosity {
brightness 2.5
gray_threshold .7
#if (GIgather)
save_file "rsocp.rad"
#else
load_file "rsocp.rad"
#end
always_sample off
count 80*6
error_bound .4
low_error_factor .8
pretrace_end .006
nearest_count 12
recursion_limit 2
}
#end
#if (CAUSTICS)
photons { count 40000
#if (CAUSTICSgather)
save_file "rsocp.phm"
#else
load_file "rsocp.phm"
#end
}
#end
}
union {
// sky
sphere { 0, 1
pigment { rgb 1 }
finish { ambient 1.6 diffuse .8 }
scale 1000
}
sphere { 0, 1
pigment { rgbt <1,1,1,0>/2 }
finish { ambient 0 diffuse .3 brilliance 1.1
specular 1 roughness .003
conserve_energy
#if (!GIgather) reflection { .06,.5 fresnel exponent 1 falloff 2 }
#end
}
interior { ior 2 } // forgot the ior for fresnel reflection!!
hollow
}
plane { y, -1
pigment { checker rgb 1 rgb 0 }
}
difference {
box { -8,8 }
plane { -z, -7 pigment { rgbt 1 } }
pigment { rgb .6 }
translate z*1
}
#if (0)
light_source { z*20 .7 fade_power 2 fade_distance 18 rotate -x*30 rotate
y*20
#if (HQ) area_light x*2,y*2,5,5 orient circular adaptive 0 jitter #end
}
#end
rotate y*40
rotate -x*10
translate z*5.3
}
#if (!GI)
light_source { -8*z .6 shadowless }
#end
camera { angle 60
//#if (HQ) aperture .01 blur_samples 32*64 confidence .999 variance 0 #end
//#if (!GIgather & HQ) aperture .01 blur_samples 32*16 confidence .98
variance 0 #end
#if (!GIgather & HQ) aperture .008 blur_samples 32*10 confidence .96
variance 0 #end
}
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