POV-Ray : Newsgroups : povray.binaries.images : HELP!!!! : Re: HELP!!!! Server Time
13 Aug 2024 03:20:22 EDT (-0400)
  Re: HELP!!!!  
From: Ace
Date: 30 Jun 2003 01:05:53
Message: <3effc531@news.povray.org>
I like it, its now my background.

Gary

"Flaming Monarch" <fla### [at] gatescom> 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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