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No doubt the refraction and reflection eating into the render time. You didn't
say what 'phd' was equal to but I suppose 1.
I was thinking when I first saw the pitcher that it might be non-smooth glass or
plastic but the clear refractions don't prove that out. A good candidate for
Chris Huff's transparency blurring patch.
All in all it seems the makings of a year long project if everything you say
were to be done, either that or render farm comes to mind, heh-heh.
Bob
"Equiprawn" <equ### [at] tinetie> wrote in message
news:38b93b08@news.povray.org...
|
| > That purple pitcher has too soft a highlight IMO, hate to say it because
| of the
| > tremendously long render time you endured.
|
| Oh no worries. I was going for a frosted kind of plasticy (is that even a
| real word?) look.
|
| > Any plans to try a speeded up, less photon-intensive, version or has it
| already
| > been done?
|
| Maybe. I really need to learn exactly what each of the settings do, so I can
| balance quality with time. Though I am wondering what caused the long render
| time for my image. The jug, water and glass meshes have thousands and
| thousands of smooth triangles - could that be what took all the time, or was
| it just that I went overboard on my settings? In global settings I used :
|
| photons{
| gather 20, 100
| radius 0.1*phd, 2, 2//, 0.1*phd
| autostop 0
| jitter .4
| expand_thresholds 0.2, 40
| load_file "jugwaterglass.ph"
| }
|
| and then for the objects I used:
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| photons {
| separation 0.02*phd
| refraction on
| ignore_photons
| }
|
| except for the two glasses which had reflective photons also.
|
| Equiprawn
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