|
![](/i/fill.gif) |
> Well, the result isn't *perfect* (you can see several artifacts, esp on
the
> table planks and at the lowest edge of the room), but render time was much
> more friendly.
That's an amazing trick! I'm going to have to try it myself... :)
> 3) Why stopping and then resuming the render caused that discontinuity
(with
> pretrace_start 1, pretrace_end 1, load_file and always_sample off this
> shoudn't occur)
As far as I know, only Gilles doesn't have that problem. It seems like
everyone else does. Perhaps POV is rebelling because we are not worthy. :b
> 4) What caused those artifacts on the table (there weren't artifacts in
the
> version rendered for saving data)?
Looks like reflection spots. Increase max_trace_level.
> Once I have practised enough with C I will have a look to the code
> and find a solution... but at the moment I'm too busy with my ultra-
> sofisticated *Hello* programs :-)
Ditto, except that I'm skipping C and going into C++, since that's what 4.0
will be written in. Hopefully, I will be familiar enough with the keywords
and how they work together by the time it's in development to be able to
stare at it and follow what the pros are doing. Not that I will know enough
about the math and physics and advanced programming topics behind raytracing
to actually contribute, but at least I will be able to watch and not get
lost. I hope. :)
Post a reply to this message
|
![](/i/fill.gif) |