|
![](/i/fill.gif) |
Thanks for the comments... there are good suggestions there. I prepared a test
file so that any of you could try it out. I verified that both OS and beta are
running 64 bits. I discovered that there are problems even with radiosity
commented out. Namely, CPU usage is not 100%, and control does not come back to
the GUI after the render is complete. With radiosity (using default values)
enabled, the task levels off at 7.89GB. I think it is only because I simplified
the scene. Many minutes elapse before it releases the memory, and returns
control (or I lose patience and kill the app). Here is the source code:
#include "functions.inc"
#include "colors.inc"
global_settings
{
ambient_light 0.001
radiosity
{
}
}
#declare valley_radius = 8.0;
camera {
location <valley_radius*100, -45, 0>
up <0, 1, 0>
right x*1600/1200
angle 60
look_at <valley_radius*100,-100,4000>
}
light_source
{
< -60, 30, -30>
color rgb <255/256, 229/256, 123/256>
parallel
}
fog {fog_type 1 distance 2000 color Gray}
#declare P1=function
{pattern{wrinkles turbulence 0.3}}
#declare P2=function
{pattern{crackle turbulence 0.3}}
#declare P3=function
{pattern{bozo turbulence 0.3}}
#declare ROCK_TEXTURE_SCALE = 0.5;
#declare RockTexture = function
{
P1(x,0,z)*1/4*ROCK_TEXTURE_SCALE
+P2(x,0,z)*3/4*ROCK_TEXTURE_SCALE
}
#declare RockTexture2 = function
{
P3(x*2,0,z*2)*1/4*ROCK_TEXTURE_SCALE
+P3(x,0,z)*3/4*ROCK_TEXTURE_SCALE
}
#declare F_valley_sides = function {exp(-(2-2*abs(x))*(2-2*abs(x)))}
#declare F_valley_contour = function {exp(-(x*x*x*x/4))}
#declare F_river_contour = function {exp(-(x*x*x*x*4096))}
#declare ValleySurface =
function
{
y
+ F_valley_contour(sqrt(x*x+z*z)-valley_radius, y, 0) //SOR of valley
- F_valley_sides(sqrt(x*x+z*z)-valley_radius, y, 0)*RockTexture(x,0,z)*2
//SOR of valley sides
+ F_river_contour
(
sqrt(x*x+z*z)
-valley_radius
+(0.5-f_bozo(x*2, 0, z*2))/2,
y,
0
)/8 //SOR of river w/ meander
- F_river_contour
(
sqrt(x*x+z*z)
-valley_radius
+(0.5-f_bozo(x*2, 0, z*2))/2,
y,
0
)*RockTexture(x*64,0,z*64)/8 //SOR of river
- RockTexture2(x*8,0,z*8)*0.02
}
//Valley
isosurface
{
function
{
ValleySurface(x,y,z)
}
max_gradient 8
contained_by{box{<-80,-10,-20>,<80,3,20>}}
texture
{
pigment {colour rgb <171/256, 23/256, 15/256>}
finish {specular 0.5 diffuse 0.5}
}
scale <100, 50, 100>
}
// some water...
plane
{
y, -51
hollow on
pigment { rgbt <0.1, 0.6, 0.5, 0.8> }
normal
{
bozo 1.6
scale <0.5, 1.0, 0.5>
}
finish
{
ambient 0.05
diffuse 0.2
reflection 0.1
}
interior
{
ior 1.3
media { absorption <1.8, 1.0, 0.8>/2 }
}
}
Post a reply to this message
|
![](/i/fill.gif) |