POV-Ray : Newsgroups : povray.newusers : Very big time difference of a render : Re: Very big time difference of a render Server Time
19 May 2024 10:29:59 EDT (-0400)
  Re: Very big time difference of a render  
From: LanuHum
Date: 22 Jun 2013 05:30:00
Message: <web.51c56c5691e1715f7a3e03fe0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

>
> Your light_source is a basic point_light, blender's light_source is a
> fading one. The fading light_source is a little slower as the distance
> must be calculated and the fading applied.
>
> For your media, you use samples 30, and you use a very small extinction
> value of 0.1.
> For the blender's media, it's samples 256, and use a HUGE, I may say
> insane, extinction value of 4.871 !
>
> If your mesh contains long and narrow triangles, those can't be bounded
> effeciently. Subdividing the mesh, or not decimating it, can make it
> render faster.
>
>
>
>
>
> Alain



Why I can't attach the picture?
I corrected parameters, having led them to data in an example.
Time of the render became identical, but quality became very bad
http://yadi.sk/d/WCB2fgGM63ogz







//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------

#version 3.7;
#include "functions.inc"


global_settings {
    assumed_gamma 1.0}

background {rgbt<0.0509, 0.0509, 0.0509, 0>}

#declare T_Map_Cube = pigment {color rgb<0,0,0>}
#declare Texture_2_Cube = 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_scat_mesh = pigment {color rgb<0,0,0>}
#declare Texture_2_scat_mesh = 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_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 {
        0.51        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_001 = finish {  //translation of spec and mir levels
for when no map influences them
    diffuse 0.8
    phong 70.0
}

#declare Texture_1_scat_mesh = texture {pigment {color rgbt 1}}
#declare T_Mix_1_Cube = Texture_1_Cube
#declare T_Mix_2_Cube = Texture_2_Cube
#declare T_Mix_1_Plane = Texture_1_Plane
#declare T_Mix_2_Plane = Texture_2_Plane
#declare T_Mix_1_scat_mesh = Texture_1_scat_mesh
#declare T_Mix_2_scat_mesh = Texture_2_scat_mesh

//--Mesh objects--

#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 1.000000
        caustics 0.1
    }
    photons{    }
    radiosity {
        importance   1
    }
}

#declare Cube =
mesh2 {
    vertex_vectors {
        24,
        <1.000000, 1.000000, -1.000000>,
        <1.000000, -1.000000, -1.000000>,
        <-1.000000, -1.000000, -1.000000>,
        <-1.000000, 1.000000, -1.000000>,
        <1.000000, 0.999999, 1.000000>,
        <0.999999, -1.000001, 1.000000>,
        <-1.000000, -1.000000, 1.000000>,
        <-1.000000, 1.000000, 1.000000>,
        <1.000000, 0.242933, -0.242933>,
        <1.000000, -0.242933, -0.242933>,
        <1.000000, 0.242933, 0.242933>,
        <1.000000, -0.242933, 0.242933>,
        <0.958881, 0.958881, -0.958881>,
        <-0.958881, 0.958882, -0.958881>,
        <-0.958881, -0.958881, -0.958881>,
        <0.958881, -0.958881, -0.958881>,
        <0.958882, 0.958881, 0.958881>,
        <0.958881, -0.958882, 0.958881>,
        <-0.958882, -0.958881, 0.958881>,
        <-0.958881, 0.958881, 0.958881>,
        <0.958881, 0.242933, -0.242933>,
        <0.958881, 0.242933, 0.242933>,
        <0.958881, -0.242933, -0.242933>,
        <0.958881, -0.242933, 0.242933>
    }
    normal_vectors {
        21,
        <1.000000, -0.000000, 0.000000>,
        <-0.000000, -1.000000, -0.000000>,
        <0.000000, 0.000000, -1.000000>,
        <1.000000, -0.000000, 0.000000>,
        <1.000000, -0.000000, -0.000000>,
        <-0.000000, -0.000000, 1.000000>,
        <0.000000, -0.000000, 1.000000>,
        <0.000000, 0.000000, -1.000000>,
        <0.000000, 1.000000, 0.000000>,
        <0.000000, 0.000000, -1.000000>,
        <-1.000000, 0.000001, -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>,
        <-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, -0.000001, 0.000000>,
        <-0.000000, -1.000000, -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,
        <9,9,9>,
        <9,9,9>,
        <6,6,6>,
        <6,6,6>,
        <4,4,4>,
        <4,4,4>,
        <12,12,12>,
        <12,12,12>,
        <15,15,15>,
        <15,15,15>,
        <16,16,16>,
        <16,16,16>,
        <11,11,11>,
        <11,11,11>,
        <0,0,0>,
        <0,0,0>,
        <19,19,19>,
        <19,19,19>,
        <6,6,6>,
        <6,6,6>,
        <7,7,7>,
        <7,7,7>,
        <17,17,17>,
        <17,17,17>,
        <18,18,18>,
        <18,18,18>,
        <3,3,3>,
        <3,3,3>,
        <20,20,20>,
        <20,20,20>,
        <14,14,14>,
        <14,14,14>,
        <13,13,13>,
        <13,13,13>,
        <10,10,10>,
        <10,10,10>,
        <1,1,1>,
        <1,1,1>,
        <8,8,8>,
        <8,8,8>,
        <2,2,2>,
        <2,2,2>,
        <5,5,5>,
        <5,5,5>
    }
    interior {
        ior 1.000000
        caustics 0.1
    }
    photons{    }
    radiosity {
        importance   1
    }
}

#declare scat_mesh =
mesh2 {
    vertex_vectors {
        8,
        <0.958881, 0.958881, -0.958881>,
        <-0.958881, 0.958882, -0.958881>,
        <-0.958881, -0.958881, -0.958881>,
        <0.958881, -0.958881, -0.958881>,
        <0.958882, 0.958881, 0.958881>,
        <0.958881, -0.958882, 0.958881>,
        <-0.958882, -0.958881, 0.958881>,
        <-0.958881, 0.958881, 0.958881>
    }
    normal_vectors {
        6,
        <0.000000, 0.000000, -1.000000>,
        <-0.000000, -1.000000, -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>
    }
    texture_list{1, texture { pigment_pattern { T_Map_scat_mesh }
            texture_map {
                [0.0 T_Mix_1_scat_mesh]
                [1.0 T_Mix_2_scat_mesh]
    }}}
    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,
        <4,4,4>,
        <4,4,4>,
        <0,0,0>,
        <0,0,0>,
        <3,3,3>,
        <3,3,3>,
        <5,5,5>,
        <5,5,5>,
        <1,1,1>,
        <1,1,1>,
        <2,2,2>,
        <2,2,2>
    }
    hollow
    interior {
         media {
              scattering { 1,
                  <0.07, 0.07, 0.07>
               extinction 0.01 }
              samples 30
        }
    }

    radiosity {
        importance   1
    }
}
//----Blender Object Name:Cube----
object {
    Cube
    matrix <3.606718, 0.000000, 0.000000,  0.000000, -0.000000, -4.657150,
0.000000, 3.606718, -0.000000,  0.000000, 7.194383, -0.000000>

}
//----Blender Object Name:scat_mesh----
object {
    scat_mesh
    matrix <3.812278, 0.000000, 0.000000,  0.000000, -0.000000, -2.925094,
0.000000, 3.165012, -0.000000,  0.000000, 5.448325, -0.000000>

}
//----Blender Object Name:Plane----
object {
    Plane
    matrix <3.974819, 0.000000, 0.000000,  0.000000, -0.000000, -3.974819,
0.000000, 3.974819, -0.000000,  0.000000, 3.818269, -0.000000>

}



light_source {
    <0,9.53,-4.17e-07>
    color rgb<0.2, 0.2, 0.2>

    media_interaction off
}
light_source {
    <12,16.5,-0.0603>
    color rgb<2.72, 2.72, 2.72>

}
camera {
    perspective
    location  <0, 0, 0>
    look_at  <0, 0, -1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  94.062196
    rotate  <-1.812309, 0.262519, -0.000000>
    translate <0.019003, 5.343665, 4.147384>
}


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