POV-Ray : Newsgroups : povray.binaries.images : Motecarlo path tracing with MegaPov 1.2.1 : Re: Motecarlo path tracing with MegaPov 1.2.1 Server Time
2 Aug 2024 20:21:14 EDT (-0400)
  Re: Motecarlo path tracing with MegaPov 1.2.1  
From: Alain
Date: 11 Feb 2008 11:56:40
Message: <47b07e48@news.povray.org>
nemesis nous apporta ses lumieres en ce 2008/02/10 14:40:
> hi, fidos!  I modified it a bit to work with current povray methods, radiosity
> and photon mapping.  Just a couple of minutes to render.  Main difference to be
> seen is the glass ball caustic on the floor, which seems to just render the
> pointlight source...
> 
> If anyone is playing with it, I suggest to put FINAL off and render GI 1 and
> PHOTONS 1 at separate passes.  When going to the final render, just turn FINAL
> on.
> 


> #if (1) //(PHOTONS | FINAL)
> light_source
> {
>   y*3+x*3, 1 fade_power 2 fade_distance 3
>   #if (FINAL)
>   area_light x,y,5,5 jitter adaptive 0 circular orient
>   #end
>   photons { reflection on refraction on }
Change the above line to:

photons{area_light}

reflection on and refraction on are not needed, ON by default.
> 
>   looks_like {
>  sphere { 0,1
>     pigment { color rgb 1 }
>     finish { diffuse 0 ambient 1 }
>  }
>   }
> }
> #end
> 


-- 
Alain
-------------------------------------------------
You *know* you've been raytracing far too long when you look at a heap of dirt 
and go "wow, that looks really realistic..."


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