POV-Ray : Newsgroups : povray.unofficial.patches : Help with megapov 0.3 photons : Help with megapov 0.3 photons Server Time
2 Sep 2024 10:16:56 EDT (-0400)
  Help with megapov 0.3 photons  
From: Psychomek
Date: 1 Mar 2000 05:34:44
Message: <38BCF596.A617FECD@cyberhighway.net>
Hi, i made a scene similar to one in p.b.i.  I shoot the photons at it
and after 51 minutes of shooting my computer hangs up.   last i saw it
built a map of over 5million photons.

here is the Scene file


//  Persistence of Vision Raytracer V3.1
//  World definition file.
//
//  Contains 1 lights, 2 materials and 45 primitives.
//
//  This file was generated for POV-Ray V3.1 by
//  Moray V3.2 For Windows Copyright (c) 1993-2000 Lutz + Kretzschmar
//

//  Date : 02/29/2000    (29.02.2000)
//

/*
  The text between these two comments is in MorayPOV.INC and is
  automatically included in all POV files that Moray exports.
*/

default {
  texture {
    pigment { rgb <1,0,0> }
  }
}

/* // Scene Comment

This scene was created with Moray For Windows.

*/ // End Scene Comment

global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 1.9
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
  max_intersections 64
  max_trace_level 10
  number_of_waves 10
  radiosity {
    brightness       3.3
    count            100
    distance_maximum 0.0
    error_bound      0.4
    gray_threshold   0.5
    low_error_factor 0.8
    minimum_reuse    0.015
    nearest_count    6
    recursion_limit  1
  }
   #declare phd=0.01;
   photons{
    gather 20, 100
    radius 0.1*phd, 2, 2//, 0.1*phd
    autostop 0
    jitter .4
    expand_thresholds 0.2, 40
     }
}

background { color <0.000,0.000,0.000> }

camera {  //  Camera StdCam
  location  <    -12.704,     -19.561,      15.000>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.35836,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
  angle         40.00000    // Vertical      30.000
  look_at   <      0.000,       0.000,       0.000>
}

//
// *******  L I G H T S *******
//

light_source {   // Light1
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  translate  <0.0, -20.0, 20.0>
}


//
// ********  MATERIALS  *******
//

#include "bottle.inc"


//
// ********  REFERENCED OBJECTS  *******
//



//
// ********  OBJECTS  *******
//

union { // Group002
  disc { // Disc001
    <0,0,0>, <0,0,1>, 1.0
    scale 0.394299
    translate  -4.633111*z
  }
  sphere { // Sphere001
    <0,0,0>,1
    scale 0.02
    translate  <-0.241545, -0.262249, -4.63311>
  }
  sphere { // Sphere002
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.279596, -0.221234, -4.63311>
  }
  sphere { // Sphere006
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.356236, -0.01464, -4.63311>
  }
  sphere { // Sphere008
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.343324, 0.09616, -4.63311>
  }
  sphere { // Sphere005
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.34956, -0.070187, -4.63311>
  }
  sphere { // Sphere003
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.310762, -0.174772, -4.63311>
  }
  sphere { // Sphere009
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.324055, 0.148683, -4.63311>
  }
  sphere { // Sphere007
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.35414, 0.041268, -4.63311>
  }
  sphere { // Sphere004
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.334276, -0.124006, -4.63311>
  }
  sphere { // Sphere010
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.296806, 0.197546, -4.63311>
  }
  sphere { // Sphere011
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.262249, 0.241545, -4.63311>
  }
  sphere { // Sphere012
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.221234, 0.279596, -4.63311>
  }
  sphere { // Sphere013
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.174772, 0.310762, -4.63311>
  }
  sphere { // Sphere014
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.124006, 0.334276, -4.63311>
  }
  sphere { // Sphere015
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.070187, 0.34956, -4.63311>
  }
  sphere { // Sphere016
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.01464, 0.356236, -4.63311>
  }
  sphere { // Sphere017
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.041268, 0.35414, -4.63311>
  }
  sphere { // Sphere018
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.09616, 0.343324, -4.63311>
  }
  sphere { // Sphere019
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.148683, 0.324055, -4.63311>
  }
  sphere { // Sphere020
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.197546, 0.296806, -4.63311>
  }
  sphere { // Sphere021
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.241545, 0.262249, -4.63311>
  }
  sphere { // Sphere022
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.279596, 0.221234, -4.63311>
  }
  sphere { // Sphere023
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.310762, 0.174772, -4.63311>
  }
  sphere { // Sphere024
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.334276, 0.124006, -4.63311>
  }
  sphere { // Sphere025
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.34956, 0.070187, -4.63311>
  }
  sphere { // Sphere026
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.356236, 0.01464, -4.63311>
  }
  sphere { // Sphere027
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.35414, -0.041268, -4.63311>
  }
  sphere { // Sphere028
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.343324, -0.09616, -4.63311>
  }
  sphere { // Sphere029
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.324055, -0.148683, -4.63311>
  }
  sphere { // Sphere030
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.296806, -0.197546, -4.63311>
  }
  sphere { // Sphere031
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.262249, -0.241545, -4.63311>
  }
  sphere { // Sphere032
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.221234, -0.279596, -4.63311>
  }
  sphere { // Sphere033
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.174772, -0.310762, -4.63311>
  }
  sphere { // Sphere034
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.124006, -0.334276, -4.63311>
  }
  sphere { // Sphere035
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.070187, -0.34956, -4.63311>
  }
  sphere { // Sphere037
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.041268, -0.35414, -4.63311>
  }
  sphere { // Sphere038
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.09616, -0.343324, -4.63311>
  }
  sphere { // Sphere039
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.148683, -0.324055, -4.63311>
  }
  sphere { // Sphere040
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.197546, -0.296806, -4.63311>
  }
  sphere { // Sphere036
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.01464, -0.356236, -4.63311>
  }
  material {
    Bottle
  }
  scale 3.193036
  translate  10.124204*z
}


plane { // Plane001
  z,0
  material {
    check1
    scale 0.25
  }
  scale 4.333271
  translate  -4.653365*z
  photons {
    separation 0.02*phd
    refraction on
    ignore_photons
  }
}


//
// Include file contains 'RotSweep001'
//
#include "bottle.in1"
#declare RotSweep001 = object {
  RotSweep001_Raw
  scale <1.0, 1.0, 2.0>
}
union { // Group001
  object { RotSweep001 }
  torus { // Torus001
    1.025, 0.025  rotate -x*90
    scale 1.25
    rotate -67.163139*z
    translate  3.94*z
  }
  material {
    Bottle
  }
  photons {
    separation 0.02*phd
    refraction on
    ignore_photons
  }
}




Please help!


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