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"Marc-Hendrik Bremer" <Mar### [at] t-online de> wrote in message
news:3c076bb1@news.povray.org...
>
> Looks good!
Thanks!
> What was the rendertime for this.
> Did you use R. Suzuki's method or another one? (This is a hidden request for
> the code :o))
>
For the full 800*600 with AA it took 10 hours (the image I posted was just a bit
of it).
No, the code is my own - I recall the Suzuki image, but I have no idea how
similiar or not my code is. Here it is...
global_settings {
assumed_gamma 1.0
noise_generator 2
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600) [35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are calculated
(1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace
step
gray_threshold 0.0 // increase for weakening colors (0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1) [1]
adc_bailout 0.01/2
}
}
camera {
location <0.0, 5.0, -2.5>
look_at <0.0, 0.0, 5.0>
}
sky_sphere {pigment{rgb<0.0,0.1,0.8>}}
light_source {
<0, 0, 0> // light's position (translated below)
color rgb <1, 1, 1> // light's color
translate <-30, 30, -30>
}
#declare GS = 20;
#declare GH = 2;
#include "functions.inc"
#include "finish.inc"
#declare fn_Grass = function(x,y,z){
y +
min(
0,
sin( // x sin, add curve, add offset planting
((x + ((f_noise3d(x*10,0,z*10)+y)^2)/5 ) + f_noise3d(0,0,z))*GS*3
) / GH + // -1/GH > 1/GH
sin(
((z + ((f_noise3d(x*10,0,z*10)+y)^2)/5 ) + f_noise3d(x,0,0))*GS*2
) / GH // -1/GH > 1/GH // -2/GH > 2/GH
)
}
isosurface {
function{fn_Grass(x, y, z)} // alternative declared function
contained_by{box{<-25,-0.1,-2.5>,<25,1.1,30>}}
accuracy 0.001 // accuracy of calculation [0.001]
max_gradient 20 // maximum gradient the function can have
[1.1]
evaluate 1, 1.2, 0.99 // evaluate the maximum gradient
pigment{ForestGreen}
}
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