POV-Ray : Newsgroups : povray.binaries.images : HELP!!!! : HELP!!!! Server Time
12 Aug 2024 21:18:57 EDT (-0400)
  HELP!!!!  
From: Flaming Monarch
Date: 28 Jun 2003 19:35:39
Message: <3efe264b$1@news.povray.org>
I killed povray!!!

Can someone help me render a scene,
I am working on this abstract thing and i am trying to render it but its 
taking forever.
Will someone with a fast processor or way of rendering help me...
Or maybe some help taking time off rendering...
I like the scene as is so anything that is not destructive to the way it 
looks or renders would be great.
I would love it so much if it could be 1024-768 aa 0.3

Thanks Tonnes!!!!




Source



#declare Radiosity=on
;

global_settings {
   assumed_gamma 1.0
   //max_trace_level 25
   #if (Radiosity)
     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
       //normal on                   // take surface normals into 
account [off]
       //media on                    // take media into account [off]
       //save_file "file_name"       // save radiosity data
       //load_file "file_name"       // load saved radiosity data
       //always_sample off           // turn sampling in final trace off 
[on]
       //max_sample 1.0              // maximum brightness of samples
     }
   #end
}








//-------------- Includes

#include "colors.inc"	
#include "textures.inc"	
#include "metals.inc"


//----------------------------      Variables for size and seed
    #declare R = seed(12);
    #declare num_spheres = 40;
    #declare area=10;
    #declare min_size = .15;
    #declare max_size = .35;
//-----------------------------


#declare thing = sphere_sweep {
    //linear_spline | b_spline | cubic_spline
    cubic_spline

    num_spheres,

    #declare i = 0;
    #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2), 
rand(R)*area-(area/2)>;

    start_pos, rand(R)*(max_size - min_size)+min_size,

    #while (i<num_spheres - 2)
       #declare s_size = rand(R)*(max_size - min_size)+min_size;
       <rand(R)*area-(area/2), rand(R)*area-(area/2), 
rand(R)*area-(area/2)>, s_size,
       #declare i = i + 1;
    #end

    start_pos, rand(R)*(max_size - min_size)+min_size

    //no_shadow

}

//-------------------------------

object {thing  texture {T_Chrome_2E }}

//-------------------------------------------

/*light_source {
   0*x
   color rgb <1,1,1>
   translate <0, 10, -10>
}  */

light_source {
   0*x                 // light's position (translated below)
   color rgb 1.0       // light's color
   area_light
   <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
   4, 4                // total number of lights in grid (4x*4z = 16 lights)
   adaptive 4          // 0,1,2,3...
   jitter              // adds random softening of light
   circular            // make the shape of the light circular
   orient              // orient light
   translate <40, 80, -40>   // <x y z> position of light

}
camera {
     location  <0,1.5,-8.5>
    look_at <0, 0, 0>
}

//--------------------------------------------        Extra Scene objects
sky_sphere {  pigment {   White} }
//    gradient y
//    color_map {
//      [0.0 rgb <0.6,0.7,1.0>]
//      [0.7 rgb <0.0,0.1,0.8>]
//    }
//  }
//}

/*
plane {
   y, -1.5
   pigment { color rgb <0.7,0.5,0.5> }
}
    */

    plane {
   y, -3.5
//pigment{White}
     texture {
     pigment { rgb <1,1,1 > }
     finish {
         ambient 0
         diffuse 0
         reflection .3
         brilliance 0
         specular 1
         roughness 1
     }
}
   }

//------------------------------------------


#declare thin = union {

torus {
   0.8,
   0.2
scale y*1
}

torus {
   0.8,
   0.2
scale z*2
rotate x*90
}

   }
   #declare thig2 = union {
object{thin scale 1 texture {T_Chrome_2D}//no_shadow
rotate z*0}
object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
rotate z*45}
object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
rotate z*90}
object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
rotate z*135}
object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
rotate z*180}
object{thin scale 2 texture {T_Chrome_2A}//no_shadow
rotate z*225}
object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
rotate z*270}
object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
rotate z*315}
}

object {thig2  }

  //sphere { <0, -2.5, 5>, 1 pigment {Red}}


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