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Care to send me that C-Programm via email?
Aside of the rendering times, I'd say go for one sphere. After all, it looks
like your image is rather designated to single spheres in little boxes...
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> Thanks, I updated the code and will repost into p.b.s-f with the new
> candle code. I made the golf ball and tried to use your ESR macro to
> generate 492 evenly ditributed points but it's taking quite a very long
> time so I had to use an external C program I found. The problem is now
> that a sphere with 492 differenced objects seems to be very long to
> render (I think it is explained on "Mike's Little Web Page"), and it's
> even worse than that because I planned to use 13 of them... (see
> attached image).
>
> Nico
>
> Tim Nikias v2.0 wrote:
> > I've looked into your code to properly test the candle in the actual
> > environment, and this is what I've found: you forgotten to move the
plank by
> > z*plank_thickness in the end. The thickness points towards the camera
and
> > thus extends from z=2.5 towards z=2.1, so I've just added
plank_thickness in
> > the last translation. Below is the code, you can easily spot the
difference
> > from your to my version:
> >
> >
> > // Rear plank
> > object {
> > IW_Plank_RoundW (
> > 17,
> > (box_nx*box_x+(box_nx+1)*plank_thickness), plank_thickness,
> > box_ny*box_y+(box_ny+1)*plank_thickness,
> > 2, 0, 0.05, 0.0035,
> > pigment { P_IW_10 color_map {CM_IW} scale 5} , Fin_W_02 , No_Normal,
2
> > )
> > rotate x*-90
> > translate -x*(box_nx*box_x+(box_nx+1)*plank_thickness)/2
> > translate z*(box_z+plank_thickness) // <= Updated here
> > }
> >
> > Attached is the small snippet showing the candle from a 500x500 render
with
> > only the candle traced. Required about 5 minutes on my 2.4Ghz XP+ and
> > shouldn't affect the rendering times of the others boxes as the
lightsource
> > of the candle is pretty much contained in the box.
> >
> > Regards,
> > Tim
> >
> >
>
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