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I made a few ojects out of glass material with photons...is this a good
idea? I chose the Crystal material from Moray, just because I dont know
what Im going in POVray with textures yet.
Its been rendering for the past half hour...and its a slice of the
original image focused on one part...Im not even using photons.
Would it be a good idea to reduce the transparency of the material in
order to speed up the rendering? I just wanted to experiment with
photons and they new 3.6 caustics, but its taking way to long to be of
any use. Would disabling radiosity be the only answer?
Any tips on improving with time?
Any help greatly appreciated.
Drey.
if anybodys curious, this is a part of waht im doing...
default {
texture {
pigment { rgb <1,0,0> }
}
}
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
radiosity {
brightness 3.3
count 100
distance_maximum 0.0
error_bound 0.4
gray_threshold 0.5
low_error_factor 0.8
minimum_reuse 0.015
nearest_count 6
recursion_limit 1
}
}
background { color <0.000,0.000,0.000> }
camera { // Camera Camera01
location < -4.257, -6.150, 5.035>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.33400, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 6.69718 // Vertical 5.023
look_at < 0.002, 0.017, 2.909>
}
light_source { // Arealight Arealight001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 20, 20
adaptive 1
jitter
scale <20.0, 20.0, 1.0>
translate 20.0*z
}
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
translate <-1.823118, -11.75379, 10.816377>
}
#declare Crystal =
material // Crystal
{
texture
{
pigment
{
color rgbf <0.98, 0.98, 0.98, 0.9>
}
finish
{
ambient 0.1
diffuse 0.1
phong 1.0
phong_size 100.0
specular 0.8
roughness 0.0003
reflection 0.1
}
}
interior
{
ior 1.45
}
}
#declare checkers =
material // checkers
{
texture
{
pigment
{
checker
color rgb <1.0, 1.0, 1.0>
color rgb <0.0052, 0.0052, 0.0052>
}
}
}
box { // Cube001
<-1, -1, -1>, <1, 1, 1>
material {
checkers
}
scale <10.0, 10.0, 0.25>
translate -0.25*z
}
#include "pawn.in1"
#declare RotSweep001 = object {
RotSweep001_Raw
}
union { // CSG001
sphere { // Sphere001
<0,0,0>,1
scale 0.4
translate 3.2*z
}
object { RotSweep001 }
material {
Crystal
}
}
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