|
|
That is a pretty cool bulb, and the way the glass and phosphors look viewed
from nearly parallel to the bulb surface is quite accurate (though the glass
could be a touch thicker).
I feel your pain with those render times...I've got a scene thats been going
for over two days now and is 12% complete at 1024x768... :-(
Granted, I'm using media in the water, media clouds, isosurfaces and
radiosity (media on)...
ian
"Cousin Ricky" <ric### [at] yahoocom> wrote in message
news:op.### [at] your-727a0a4e7cvipowernetnet...
> Trying to whip up a spiroform compact fluorescent light bulb, all seemed
> well until I flicked on the high ambient and radiosity. It took freakin'
> 4 hours for a little 320x320 swatch!
>
> ______________________________________________________________________
>
> Scene Statistics
> Finite objects: 562
> Infinite objects: 1
> Light sources: 6
> Total: 569
>
> Render Statistics
> Image Resolution 320 x 320
>
> Pixels: 117663 Samples: 260097 Smpls/Pxl: 2.21
> Rays: 25682366 Saved: 2994586 Max Level: 15/15
>
> Ray->Shape Intersection Tests Succeeded Percentage
>
> Box 12167475 6235321 51.25
> Cone/Cylinder 52542338 26269426 50.00
> CSG Intersection 19066704 10143355 53.20
> CSG Union 15876905 15818031 99.63
> Plane 42394448 12473732 29.42
> Sphere 34522020 32168741 93.18
> Sphere Sweep 62860863 30115671 47.91
> Torus 31929828 8356481 26.17
> Torus Bound 31929828 9443106 29.57
> Clipping Object 25660773 7068664 27.55
> Bounding Box 921869187 436347103 47.33
> Light Buffer 11780860 6728420 57.11
> Vista Buffer 2208478 2144762 97.11
>
> Function VM calls: 88
>
> Roots tested: 217585910 eliminated: 43232
> Calls to Noise: 3544 Calls to DNoise: 36760
>
> Shadow Ray Tests: 34071387 Succeeded: 8334916
> Reflected Rays: 9021048 Total Internal: 17
> Refracted Rays: 7998251
> Transmitted Rays: 970
>
> Radiosity samples calculated: 42010 (9.07 %)
> Radiosity samples reused: 421288
>
> Smallest Alloc: 18 bytes
> Largest Alloc: 92896 bytes
> Peak memory used: 8283571 bytes
> Total Scene Processing Times
> Parse Time: 0 hours 0 minutes 1 seconds (1 seconds)
> Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
> Render Time: 4 hours 7 minutes 38 seconds (14858 seconds)
> Total Time: 4 hours 7 minutes 39 seconds (14859 seconds)
> CPU time used: kernel 946.48 seconds, user 11311.77 seconds, total
> 12258.25 seconds
> Render averaged 8.35 PPS over 102400 pixels
>
> ______________________________________________________________________
>
> #include "rad.inc" version 1.1-2006nov11. Radiosity is ON.
> radiosity
> { brightness 1.000
> count 200
> error_bound 0.450
> normal on
> pretrace_end 0.01000
> pretrace_start 0.080
> recursion_limit 1
> }
> ______________________________________________________________________
>
>
> Incredibly, POV-Ray seems to have been granted only 82% of the CPU. I
> suspect that the remainder was dominated by my Web browser being kicked
> around by ad requests and YouTube pulls. However, my Internet connection
> is so capricious that I really hesitate to close any windows, especially
> YouTube. (When it takes an hour to download a 4 minute video--and this
> after several attempts spanning hours--you don't want to let it go.)
>
> Normal is on because it defaults that way in my include file. I could
> have sworn I'd changed it. In any case, I don't think it make much, if
> any, difference for this scene. Radiosity notwithstanding, I suspect that
> the real slowdown was in the sphere_sweep:
>
> Spiral form with radiosity 12258 seconds (3:24:18)
> Spiral form without radiosity 736 seconds (0:12:16)
> Dummy shape with radiosity 82 seconds
> Dummy shape without radiosity 6.25 seconds
>
> Ratios of spiral to dummy were 150:1 and 118:1.
> Ratios of radiosity to non were 17:1 and 13:1.
>
> That it took 12 minutes *without* radiosity should have been a tip-off.
>
> Another slowdown may have been in my attempt at limb-darkening, which
> involved refraction and a near-duplication of the tubing. While the
> real-life effect far exceeds the dynamic range of the typical CG image, it
> is noticeable enough in real life that a saturated CG render looks flat
> and unnatural. (I didn't do a controlled timing test of that feature
> because of the trouble it would take to dismantle it; I may do it later.)
> The second attachment is welder's-eye view mock-up (the lighting is all
> staged) of the effect that I'm trying to achieve.
>
> --
> <Insert witty .sig here>
Post a reply to this message
|
|