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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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