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"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:392925a6$1@news.povray.org...
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| Well, I turned it on by +QR and it gave me some interessting effects: the
| divider and the candleholder seemed to glow (probablly because of the
| ambiente-finish of the metal.inc-textures (?)). Do I have to tweak the
| default settings?
I read that you made the ambient to be 0 (maybe), I should have suggested that
too if I knew you were using MegaPov. Which I still don't know. If you are,
you want a global_settings {ambient_light 0} when using the radiosity.
With reflection being used in the metals, or elsewhere for that matter, you
would want a low 'diffuse' also.
Here's something I tried just now to see how to go about roughing or enhancing
such an image.
Might not be anything worthwhile but never can be sure.
// could skip MegaPov and use official version instead, just leave parts out
#version unofficial MegaPov 0.5;
global_settings {
assumed_gamma 2.2
ambient_light 0
// comment or change much below here
// ini_option "+w80"
// ini_option "+h60"
ini_option "+QR"
ini_option "Preview_Start_Size=8"
ini_option "Preview_End_Size=4"
radiosity{
count 60 // CHANGE range from 20 to 150
nearest_count 5 // CHANGE range from 3 to 10
error_bound 1 // CHANGE - range from 1 to 3 - should correspond
with Preview_End_Size
// 1 : preview_end_size = 4
// 3 : preview_end_size = 8
// use preview_start_size = 16 (or 8 for high
quality)
// you can go lower than 1, but then you probably
will want to set
// preview_end_size to 2, which is really slow
recursion_limit 3 // CHANGE
low_error_factor .5 // leave this
gray_threshold 0.0 // leave this
minimum_reuse 0.015 // leave this
brightness 2 // exaggerated
max_sample 1 // CHANGE - this should be the same as the
brightest object
adc_bailout 0.01/1 // CHANGE - use adc_bailout = 0.01 /
brightest_ambient_object
}
}
#declare Wax=texture {pigment {rgb 1}
finish {ambient .25 diffuse .75 phong .25 phong_size 25}}
#declare Hotwax=texture {pigment {rgbf <3,3,3,.1>}
finish {ambient 10 diffuse .5 phong .5 phong_size 75 reflection .15}}
#declare Flame=
sphere {0,1 scale <1,2,1>*.5
pigment {rgbf<1,.75,.25,1>} finish {ambient .9 phong .9 phong_size
3}}
// candle
union {
light_source { 0,<.75,.5,.25>
looks_like {Flame}
}
cylinder {0,y,.5
texture {gradient y texture_map {
[0 Wax][1 Hotwax]
} ramp_wave}
scale <1,3,1> translate -4*y
}
translate <0,4,5>
}
// tabletop
plane {y,0 pigment {rgb <.75,.5,.25>}}
// objects
box {-1,1 pigment {rgb<.3,.6,.9>} translate <-6,1,3>}
box {-1,1 pigment {rgb<.3,.9,.6>} translate <-9,1,0>}
sphere {<7,0,-2>,3 pigment {rgb 1}}
cylinder {0,.25*y,2 pigment {rgb<.8,.85,.9>}
finish {ambient 0 diffuse .3 reflection .6}}
// camera in media sphere
camera {
location <0,10,-10>
angle 67
look_at 2*y
// normal {granite .001 scale .001}
}
sphere {0,1 hollow no_shadow
texture {pigment {rgbf 1.5} // >1 filter for over-saturation of highlights
normal {granite 2 scale .02} finish {crand .2} // more imperfection
}
interior {
media { method 1 // comment out for official POV-Ray
intervals 1 samples 1,2
absorption <.125,.25,.5>*1
// extinction can change granularity, lower is smoother
scattering {2,.5 extinction .75}
density {rgb .25}
}
}
translate <0,10,-10>
}
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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