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I like it, its now my background.
Gary
"Flaming Monarch" <fla### [at] gates com> wrote in message
news:3efedbcd$1@news.povray.org...
> So what do you think of it artisticaly?
>
> Flaming Monarch wrote:
> > 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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