POV-Ray : Newsgroups : povray.advanced-users : medias with pov3.7 : Re: medias with pov3.7 Server Time
31 May 2024 23:22:45 EDT (-0400)
  Re: medias with pov3.7  
From: Fractracer
Date: 2 Jul 2013 17:20:01
Message: <web.51d3438f943fc4c060f4cf0e0@news.povray.org>
"Thorsten Froehlich" <nomail@nomail> wrote:
> "Fractracer" <lg.### [at] gmailcom> wrote:
> > "Thorsten Froehlich" <nomail@nomail> wrote:
> > > "Fractracer" <lg.### [at] gmailcom> wrote:
> > > > I don't know if my question do go in this group. But...
> > > > Why rendering with medias are slower with pov3.7, more then two times longer
as
> > > > with pov3.6? I use rarely the 3.7 version.
> > >
> > > My crystal ball suggests that a black wizard inside your computer makes media
> > > slower for you.
> > >
> > > No serious: You make a generic claim without any additional information. How is
> > > anybody to offer any help with your problem if you do not even provide any means
> > > to replicate your specific problem?
> > >
> > > Thorsten
> >
> > Here the times for the same little scene:
> > V3.7
> > Render Time:
> >   Photon Time:      No photons
> >   Radiosity Time:   No radiosity
> >   Trace Time:       0 hours  0 minutes  5 seconds (5.211 seconds)
> >               using 2 thread(s) with 9.749 CPU-seconds total
> >
> >
> > V3.6
> > Total Scene Processing Times
> >   Parse Time:    0 hours  0 minutes  0 seconds (0 seconds)
> >   Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
> >   Render Time:   0 hours  0 minutes  8 seconds (8 seconds)
> >   Total Time:    0 hours  0 minutes  8 seconds (8 seconds)
> > CPU time used: kernel 1.15 seconds, user 7.02 seconds, total 8.17 seconds
> > Render averaged 37580.50 PPS over 307200 pixels
> >
> > In this simple scene you can see that the rendering is slower with v3.7 (9.749
> > vs 8.17). If I use a big scene the difference increase.
> > The scene file used is the same.
> > I hope you have enough informations to understand my problem.
>
> How do the times help to replicate your problem? Please be specific! You say you
> have some scene and you claim its media is slower, how did you determine media
> is the problem? Do all media scenes render slower? You need to provide a minimal
> sample scene, assuming you can actually replicate the problem and show that it
> is media related.
>
> Thorsten
At fisrt I ask this to know if it is a common problem, already seen, or if it is
made by me. For the scene below the times are: 105 secondes with pov3.6 and 450
secondes with 3.7.
I use Pov with win7. I have check the render priority, they are both to normal.

global_settings {
 assumed_gamma 1.2
 max_trace_level 5
}



camera {
 location <-30, 22, -27>
 right <4/3, 0, 0>
 look_at <2, 6, 0>
 angle 90/1.2
}



light_source {
 <0, 25, -10>
 color rgb 1
 spotlight
 point_at <2.5, 0, 2.5>
 radius 50
 tightness 5
 falloff 60
}

light_source {
 <200, 45, 200>
 color rgb <1,1,0>*2
 spotlight
 point_at <250, 40, 205>
 radius 10
 tightness 5
 falloff 16
}

light_source {
 <-1500,50,5000>
 color rgb 4.5
 looks_like {
  sphere { 0*x, 50 pigment {color <1,1,0> } }
 }
 photons {
  refraction on
  reflection on
  area_light
 }
}


#declare My_Texture_1 = texture {
 pigment {
  color rgb <1, 0.75, 0.33>
  //filter 0.4 transmit 0.36
 }
 finish {
  diffuse 0.51
  phong 0
  phong_size 0
  reflection 0.125
 }
}


box {<-50, -5, -50> <50, -4, 50>
 texture { My_Texture_1 }
}



#declare F1 =  finish {
 diffuse 0.5
 reflection 0.95
}

#declare My_Texture_2 = texture {
 pigment {
  color rgb <1, 0.9, 0.7>
  filter 0.4 transmit 0.36
 }
 finish {F1}
}




#declare R = 4;
#declare S = 1;
#declare P1 = pigment {rgbt <1,1,1,1>}

#declare I1 = interior{
 media{
  emission 1
  density{
   cylindrical
   turbulence 0.321
   density_map{
    [0 rgb 0]
    [0.4 rgb <0,0,1>]
    [0.8 rgb <0,1,1>]
    [1 rgb 1]
   }
  }
 }
}

#declare I2 = interior{
 media{
  emission 1
  density{
   spherical
   density_map{
    [0 rgb 0]
    [0.4 rgb <1,0,0>]
    [0.8 rgb <1,1,0>]
    [1 rgb 1]
   }
  }
 }
}


#local C = 10;
#declare OB1 = union {
  sphere { 0,1  hollow pigment{P1} interior{I2} scale R translate <10,0,10> }
  sphere { 0,1  hollow pigment{P1} interior{I2} scale R translate <-10,0,-10>  }
  sphere { 0,1  hollow pigment{P1} interior{I2} scale R translate <10,0,-10>  }
  sphere { 0,1  hollow pigment{P1} interior{I2} scale R translate <-10,0,10>  }

  sphere { 0,1  hollow pigment{P1} interior{I1} scale R translate <-10,20,-10> }
  sphere { 0,1  hollow pigment{P1} interior{I1} scale R translate <+10,20,-10>
}
  sphere { 0,1  hollow pigment{P1} interior{I1} scale R translate <-10,20,+10> }
  sphere { 0,1  hollow pigment{P1} interior{I1} scale R translate <+10,20,+10>
}

 cylinder { <-C,  0, -C>, <+C,  0, -C>, S texture { My_Texture_2 } }
 cylinder { <+C,  0, -C>, <+C,  0, +C>, S texture { My_Texture_2 } }
 cylinder { <+C,  0, +C>, <-C,  0, +C>, S texture { My_Texture_2 } }
 cylinder { <-C,  0, +C>, <-C,  0, -C>, S texture { My_Texture_2 } }
 cylinder { <-C, 20, -C>, <+C, 20, -C>, S texture { My_Texture_2 } }
 cylinder { <+C, 20, -C>, <+C, 20, +C>, S texture { My_Texture_2 } }
 cylinder { <+C, 20, +C>, <-C, 20, +C>, S texture { My_Texture_2 } }
 cylinder { <-C, 20, +C>, <-C, 20, -C>, S texture { My_Texture_2 } }
 cylinder { <-C,  0, -C>, <-C, 20, -C>, S texture { My_Texture_2 } }
 cylinder { <-C,  0, +C>, <-C, 20, +C>, S texture { My_Texture_2 } }
 cylinder { <+C,  0, +C>, <+C, 20, +C>, S texture { My_Texture_2 } }
 cylinder { <+C,  0, -C>, <+C, 20, -C>, S texture { My_Texture_2 } }
}


object {
 OB1
 finish {F1}
  photons{
    target 1.40          // spacing multiplier for photons hitting the object
    refraction on
    reflection on
  }

}

background { color rgb < 0.078 , 0.361 , 0.53>/4 }



#declare ressort = blob {
 threshold 0.4
 #local a = 0.85;
 #local b = 0.25;
 #local h = 0.25;
 #local st = -5*pi; //-4*pi
 #while (st < 5*pi) // 8*pi
  #local xa = a * cos(st);
  #local ya = b * sin(st);
  #local za = h * st;
  sphere {
   <xa, ya, za>, 0.15, 0.8
  }
  #local st = st +0.025;
 #end
 pigment {rgbt 1}
 hollow
}

object {
 ressort
 scale <1.7,3,1.7>
 rotate x*90
 translate <-10,10,10>
}

object {
 ressort
 scale <1.7,3,1.7>
 rotate x*90
 translate <10,10,-10>
}


object {
 ressort
 scale <1.5,3,1.5>
 rotate x*90
 translate <-10,10,-10>
}

object {
 ressort
 scale <2,3,2>
 rotate x*90
 translate <10,10,10>
}


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