|
|
On 2/5/2021 5:59 AM, Mike Horvath wrote:
> I have a planetary atmosphere with both scattering and absorption
> interior media. It renders very slowly. Any tips on speeding it up? Thanks.
>
>
> Mike
Here is the media:
// atmosphere
#declare RWorld_Atmos_Color_Scatter = <0.1, 0.3, 1.0>;
#declare RWorld_Atmos_Color_Absorb = <0.9, 0.7, 0.0>; // should be the
inverse of RWorld_Atmos_Color_Scatter
#declare RWorld_Atmosphere_Object = difference
{
cylinder {<0,+RWorld_Ring_Width/2,0>, <0,-RWorld_Ring_Width/2,0>,
RWorld_Ring_Radius - 1} //
cylinder {<0,+RWorld_Ring_Width/2 + 1,0>, <0,-RWorld_Ring_Width/2 -
1,0>, RWorld_Ring_Radius - RWorld_Atmosphere_Height}
bounded_by
{
cylinder {<0,+RWorld_Ring_Width/2,0>, <0,-RWorld_Ring_Width/2,0>,
RWorld_Ring_Radius - 1}
}
hollow
material
{
texture
{
pigment {rgbt 1}
}
interior
{
media
{
scattering
{
4, RWorld_Atmos_Color_Scatter
}
density
{
// Reverse: It starts at 1.0 at the origin and decreases to a
minimum value of 0.0 as it approaches a distance of 1 unit from the Y axis.
function {1-f_cylindrical(x,y,z)}
density_map
{
[0 rgb 0/10]
[1-RWorld_Atmosphere_Height/RWorld_Ring_Radius rgb 0/10]
[1 rgb 1/10]
}
scale RWorld_Ring_Radius
}
}
media
{
absorption RWorld_Atmos_Color_Absorb
density
{
function {1-f_cylindrical(x,y,z)}
density_map
{
[0 rgb 0/10]
[1-RWorld_Atmosphere_Height/RWorld_Ring_Radius rgb 0/10]
[1 rgb 1/10]
}
scale RWorld_Ring_Radius
}
}
}
}
}
Post a reply to this message
|
|