POV-Ray : Newsgroups : povray.binaries.images : cube meadow : Re: cube meadow Server Time
30 Jul 2024 02:22:51 EDT (-0400)
  Re: cube meadow  
From: clipka
Date: 26 Feb 2013 22:19:01
Message: <512d7b25@news.povray.org>
Am 26.02.2013 23:47, schrieb nemesis:
> Alain <kua### [at] videotronca> wrote:

>>> "nemesis" <nam### [at] gmailcom> wrote:
>>>> just cubes, a bit of translation and rotation, lit by pure radiosity and a good
>>>> measure of DOF love :)
>>>
>>> BTW, didn't like the overlapping, so instead I unioned all cubes, then
>>> differenced from the union of the "flowers".  Takes a lot more rendertime and
>>> sadly leaves artifacts that don't go away, but liked it better
>>>
>> Coincident surfaces.
>> Did you try randomising the depth of the flowers? Just something like 1%
>> variation of the depth will do the trick...
>>
>>
>> Alain
>
> you're amazing, Alain :)
>
> half an hour on this one on 4 cores of a i5.  But i think I should've added a
> bit more radiosity samples:  count 8 error_bound 1 pretrace_end .003 :p

As for rendering times, I /think/ one (rather counterintuive) trick 
might be to difference the whole bunch of flowers from each cube 
individually, i.e.

#declare AllFlowers = union {
   object { Flower transform { A } }
   object { Flower transform { B } }
   ...
}

#declare AllBlocks = union {
   difference {
     object { Block transform { A } }
     object { AllFlowers }
   }
   difference
     object { Block transform { A } }
     object { AllFlowers }
   }
   ...
}


Post a reply to this message

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