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Christoph Hormann <chr### [at] gmxde> wrote:
: Most important would be to decrease 'error_bound' in the radiosity
: settings, of course you will have to raise 'count' to avoid artefacts and
: everything will get much slower. Another thing that might help is to
: reduce recursion_limit to 2, this can lead to better contrasts too.
Reducing the recursion_limit hit the spot (although I realized that before
reading your suggestion). The render time also reduced from 1.5h to 1h.
I made a second entry which looks much better.
: As a side note, i think this kind of scene is not particularly well suited
: for POV-Ray, With procedural textures and CSG instead of meshes the
: appearance could be much improved and would suffer less at higher
: resolutions (in some of the other renders the mesh facets are really
: strongly visible).
Well, speedwise I think that meshes and imagemaps are quite ok. If that
same scene would have made with primitives and procedural textures, the render
time could perfectly be several hours...
: How did you convert it BTW?
3DWin4 did a damn good job at converting the 3ds file given in the page
to mesh2's (with the original uv-information, of course; without that it would
have been impossible to render the scene).
As the 3ds file didn't have the actual imagemaps, I had to search and
set the proper images in proper places, but that wasn't too difficult.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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