POV-Ray : Newsgroups : povray.binaries.images : Cumulus Cloud - Black Dot Problem : Re: Cumulus Cloud - Black Dot Problem Server Time
2 Aug 2024 22:14:28 EDT (-0400)
  Re: Cumulus Cloud - Black Dot Problem  
From: Alain
Date: 22 Feb 2007 20:51:08
Message: <45de488c$1@news.povray.org>
MattM nous apporta ses lumieres en ce 21-02-2007 04:44:
> I did some very similar clouds to this a few months ago and had the same
> initial problems, I couldn't seem to get around the fact that to get rid of
> the black dots I had to up the max_trace_level global setting to something
> like 40 and I also increased the media samples and intervals values (to 10
> each in my case) but I think this depends on the media method type) the
> resulting clouds looked good but took many hours to render, I #declared a
> quick setting to allow me to do quick renders) as in ...
> 
> 
> #declare quick=off;
> 
> media {
>          #if (quick)
>                 intervals 2
>                 samples 2
>          #else
>                 intervals 10
>                 samples 10
>          #end
> 
> etc
> 
> Hope this helps, although if anyone can do quicker clouds like this I'd be
> very interested too!
> 
> "FlaPovFan" <nomail@nomail> wrote:

>> problem, but the dots cover a very small area and the problem could be
>> resolved in an image-editing problem. That's not the Pov-Ray way, though.
>>

>> sure is bloated.  Also, any suggestions on removing the black dots.

>> help the problem and really slowed down render times.  A Google search
>> revealed a patch for the Linux version of Pov-Ray that was supposed to

>> program.  I use the Windows version.
>>
>> Thanks, in advance, for any help.
>>
>> #include "colors.inc"
>> include "functions.inc"
>>
>> camera {
>>   location  <-14.0, 30.0, -89.0>
>>   angle 111
>>   look_at   <4.0, 42.0,  0.0>  right     x*image_width/image_height
>>   rotate 15.5*y
>>   rotate -5*x
>>   rotate 3*z
>> }
>>
>>
>> light_source {0*x                  // light's position (translated below)
>>   color rgb <1,1,1>    // light's color
>>   translate <0, 460, -520>
>> }
>>
>>
>>
>> #declare Cloud=
>>
>> isosurface {
>>   function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
>> y*6.4-32, z*.18+16))+
>>   f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
>>
>>
>> contained_by {sphere {0,156.6}}
>> max_gradient 100
>> accuracy .00001
>> threshold .4
>> all_intersections
>> max_trace 300
>> hollow no_shadow
>>
>>
>> texture { pigment { rgbt 1 } }
>>
>> interior {
>>
>>     media { scattering {2 .11 extinction .6 }  emission  <.005,.005,.005>
>>    density {spherical
>>    warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
>>    density_map {
>>           [0 rgb 0  ]
>>           [.4 rgb .01]
>>           [.7 rgb .0128]
>>           [.99 rgb .0421]
>>           [.995 rgb 1.0001]
>>           [1 rgb .8]
>>           }
>>
>>     turbulence 6.55
>>     octaves 6
>>     omega 0.7
>>     lambda 2
>>       color_map {
>>
>>           [0.0 0.1 color rgb <.6, .6, .6>*1.6
>>                     color rgbt <0.85, 0.85,0.85, .35>*1.6]
>>           [0.11 0.6 color Clear
>>                     color rgbt <1, 1, 1, .5>*1.6]
>>           [0.61 1 color Clear     // rgb <1.75, 1.75, 1.75>*1.9
>>                     color rgbt <0.7,0.7,0.8,.7>]
>>          }
>>
>> } } } }
>>
>>
>> #object {Cloud scale <7,7,2>*.47 rotate 20*z translate 85*y translate 22*z}
>>
>> sky_sphere {
>>     pigment {
>>      wrinkles
>>      scale 0.35
>>     turbulence .4
>>     octaves 300
>>      color_map {
>>             [0  color rgb <0.25, 0.25, 0.7>]
>>             [1  color rgb <0.9, 0.9, 1>]
>>         }
>>     }
>>
>> }
> 
> 
> ------------------------------------------------------------------------
> 
Default method is 3. With this method, it's best to only have 1 interval and 
increase samples. In your case, replacing {intervals 10 samples 10} by {samples 
100} will be considerably faster.

-- 
Alain
-------------------------------------------------
Believe those who are seeking the truth; doubt those who find it.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.