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Thanks for the reply. I wrote a c++ program to write the .pov file based on a
parameter file which specifies the number of orbits, start, stop and step
angles.
This works fine. Executing the jobs in parallel takes approximately 30 s on a 4
core Intel Xeon 2.66GHz linux box for two distinct structures and two arcs, viz.
four orbits (one for each structure and arc combination).
> No.
> You can use other options: (from fastest, cruder, to slowest and nicest)
>
Speed is of the utmost importance: quick and dirty is okay! However with +Q0
switch set and simple pigment i.e.
texture {
pigment {
color rgb <1.00, 0.0, 0.0>
}
}
for each mesh2 object shadows are still rendered!!
Sample .pov file
#include "/home/mark/2step/PTV.inc"
camera {
perspective
location <0 100 0>
up <0,0,-1>
right <-1.33,0,0>
angle 11.99
look_at <0 0 0>
rotate -z*(178+(clock*-356))
}
light_source { <0,10,0> color rgb 1 }
object{PTV translate <-0.34173,-19.6812,-25.5002>}
Below is the script I generate which uses the parallel program to execute the
jobs on different CPUs.
rayTracing.sh
#!/bin/bash
parallel 8 povray -D mlc[Synergy]+Q0 +KFF178 +I/home/mark/2step/PTV0.pov
povray -D mlc[Synergy]+Q0 +KFF178 +I/home/mark/2step/Rektum0.pov
povray -D mlc[Synergy]+Q0 +KFF178 +I/home/mark/2step/PTV1.pov
povray -D mlc[Synergy]+Q0 +KFF178 +I/home/mark/2step/Rektum1.pov
I experimented by setting up 6 light_sources at <10,0,0> <-10,0,0> <0,10,0>
<0,-10 0> <0,0,10> <0,0,-10> . This didn't improve matters and increased the
ratracing time from 30 to 45 seconds! Clearly I am missing something here. Any
suggestions??
> Using +q0 ignores any light and only use full ambient illumination and
> simple textures/pigments. Any transparency and reflection is ignored.
> Fast and crude.
>
> Use 6 or 8 shadowless lights placed as a cube or octagon. Slightly
> slower. Can use coloured lights to beter show shapes.
>
> Use area_light instead of regular point_light, to illuminate the scene
> from several directions and hide the shadows. Be sure to use adaptive
> sampling, starting with adaptive 0.
>
> Use radiosity with a white background and no actual light. It gives an
> all encompacing illumination. It takes more time to render and may not
> be what you need to do "crude" renders.
>
>
> >
> > Mark
> >
> >
>
> Alain
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