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How Camp wrote:
> This makes sense -- and I appreciate you doing so. My use of
> radiosity usually results in poor-to-average results, so I appreciate
> hearing ideas like this.
I'm not a very proficient user of it myself and I don't have the
patience and/or the machine to use it with high quality settings,
but povray comes with an include file rad_def.inc which contains
some useful presets. I sometimes use it to add some low quality
radiosity (with reduced brightness so the artefacts are not too
obvious) to a scene mostly using conventional light_sources.
Which reminds me I forgot to include the code:
#include "rad_def.inc"
// STRICT == 1 --> only change lighting using 3.6 functionality
// STRICT == 0 --> also change related settings such as focal_blur
// and using area_illumination from 3.7
#declare STRICT = 1;
#declare USE_AREA_LIGHT = 1;
#declare USE_AREA_ILLU = 0;
#declare USE_PHOTONS = 1;
#declare USE_FOCAL_BLUR = 0;
#declare USE_RADIOSITY = 1;
#declare USE_MEDIA = 0;
#if (STRICT=1)
#version 3.6;
#declare USE_FOCAL_BLUR = 0;
#declare USE_AREA_ILLU = 0;
#else
#if (version < 3.7)
#declare USE_AREA_ILLU = 0;
#end
#end
global_settings
{
assumed_gamma 1.0
max_trace_level 10
ambient_light 0.01
#if (USE_RADIOSITY=1)
radiosity {Rad_Settings(Radiosity_Fast, off, off)}
#end
#if (USE_PHOTONS=1)
photons {count 100000}
#end
}
#if (USE_RADIOSITY=1)
// Use sky sphere
sphere
{
0,200 hollow
pigment {color 100*<0.5,0.6,0.8>}
finish {diffuse 0 ambient 0.05}
}
#end
light_source
{
<6, 5, -2>
//color rgb 1
color rgb 6*<0.7,0.7,1>
fade_power 2 fade_distance 2
#if (USE_AREA_LIGHT=1)
area_light 1.5*x,1.5*y,9,9 circular orient
#if (USE_AREA_ILLU=1)
area_illumination
#end
#end
}
light_source
{
<-100, 15, -100> color rgb 0.1*<1.5,0.3,0>
}
#if (USE_MEDIA=1)
// actually looks quite crappy
box
{
<-10,-1,-5>,<10,10,10>
hollow
pigment {color rgbt 1}
interior
{
media
{
scattering {1,color rgb 0.01}
density {granite color_map {[0 rgb 0] [1 rgb 1]}}
}
}
}
#end
// ----------------------------------------
// Basically, everything below here should
// remain the same
// ----------------------------------------
#include "colors.inc"
#include "glass.inc"
camera
{
location <0, 5, -5>
look_at <0, 0, 0>
#if (STRICT=0)
#if (USE_FOCAL_BLUR=1)
// focus on the cone
focal_point <3,1,2>
aperture 0.8
blur_samples 25
#end
#end
}
plane {
y, -1
texture {
pigment {
gradient x
color_map {
[0.0 rgb <0.6, 0.4, 0.4>]
[0.5 rgb <0.2, 0.6, 0.8>]
[1.0 rgb <0.6, 0.4, 0.4>]
}
scale 4
rotate -45*y
}
normal {
granite
0.6
scale 1.75
}
}
}
box {
-1, 1
scale <1,0.999,1>
photons {collect off}
texture{
pigment {
gradient y
color_map {
[0.0 rgb <0.9, 0.1, 0>/8]
[1.0 rgb <0.9, 0.1, 0>]
}
scale 2
translate -y
}
finish {
ambient 0.1
diffuse 0.6
brilliance 1.0
phong 0.5
phong_size 40
specular 0.5
roughness 0.05
metallic 1
reflection {
0.5
1.0
fresnel on
falloff 1.0
exponent 1.0
metallic 0.9
}
conserve_energy
}
normal {
granite 0.15
scale 2
}
}
rotate 25*y
translate <-3.25,0,2>
}
sphere {
0, 1
photons {collect off}
texture {
pigment {
bozo
color_map {
[0.0 rgb <1,1,0>]
[1.0 rgb <0,0,2>]
}
scale 0.2
}
finish {
ambient 0.1
brilliance 0.4
phong 0.25
phong_size 70
specular 0.65
roughness 0.005
}
}
translate <0,0,3>
}
torus {
1.0,
0.25
photons {collect off}
texture {
pigment {
gradient x
color_map {
[0.0 rgb <1,0,1>/1]
[0.3 rgb <1,0,1>/4]
[0.6 rgb <1,0,1>/2]
[1.0 rgb <1,0,1>/1]
}
scale 0.25
warp {
turbulence 0.25*x
}
}
finish {
ambient 0.1
diffuse 0.8
brilliance 1.0
phong 0.5
phong_size 25
specular 0.15
conserve_energy
}
}
translate <1.75,-0.75,-1.75>
}
cone {
-y,2,
2*y,0
photons {target refraction on reflection off collect off}
material {
texture {
pigment {
color Col_Glass_Orange
}
finish {F_Glass3}
}
interior {I_Glass}
}
translate <4,0,3>
}
cylinder {
<-2,-0.5,-2>, <0,-0.5,0>, 0.5
photons {collect off}
texture {
pigment {
dents
color_map {
[0.0 rgb <1,1,0>/2]
[0.5 rgb <1,1,0>]
[1.0 rgb <1,1,0>/2]
}
scale 1/4
}
normal {
crackle 1.5
scale 1/4
}
}
translate <-1,0,-1>/2
}
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