POV-Ray : Newsgroups : povray.general : Night crowd? : Re: Night crowd? Server Time
20 Nov 2024 06:25:55 EST (-0500)
  Re: Night crowd?  
From: Slime
Date: 22 Oct 2001 19:14:01
Message: <3bd4a839$1@news.povray.org>
Hmm... put reflective planes, perpendicular to the ground, behind the crowd.
Then put a no_image reflective plane in *front* of the crowd. Camera rays
will bounce back and forth between the two planes until they hit a member of
the crowd.

Of course, that could cause problems, you'd need to set max_trace_level
really high, and you might need the planes to be only partially reflective
so that adc_bailout will save you fast enough. But if those don't matter
that much, give it a shot.

(Also, render times may still be just as slow. Only parsing times will speed
up, I suppose.)

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]
"Mahalis" <don### [at] fakeycom> wrote in message
news:3bd4a29e$1@news.povray.org...
> I'm working on a new scene- tell y'all about it when it's a bit further
> along- and I was wondering if there's a way to simulate a crowd without
> costing too much extra rendering time. The scene is at night, and only the
> front of the crowd is going to be seen in any level of detail. I'm
planning
> to make the "people" ambient 0 diffuse 0, black, so form isn't really a
> concern- I just want to give the impression of a cheering crowd. Can 3.5
do
> this without sending rendering speed down the loo?
>
> --
>
> //Mahalis
> camera{location<0,0.25,-2> look_at 0.5*y} #declare
T=texture{pigment{crackle
> scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> cylinder{0.5*y,0,0.1} texture{T}}
> --
>
>
>
>


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