POV-Ray : Newsgroups : povray.binaries.images : woodbox2.jpg + pov-file (1024x768, 164 KB) Server Time
3 Oct 2024 15:11:58 EDT (-0400)
  woodbox2.jpg + pov-file (1024x768, 164 KB) (Message 1 to 9 of 9)  
From: Paul Blaszczyk
Subject: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 13 Jan 2000 11:24:06
Message: <387DFC08.20E93921@teamheese.de>
Hi,

I've get the sample-scene 'woodbox.pov' of POV-Ray and added some
radiosity.
The rendering time was 0:44 h on a PIII XEON 550 with MegaPOV 0.3.

Here is the source of 'woodbox2.pov':
--------------------------------------------------------------------

// woodbox2.pov
// MegaPOV 0.x scene file. Changes by Paul Blaszczyk at 13-Jan-2000

// POV-Ray 3.1 scene file by Dan Farmer
// Copyright POV-Team, 1995
// Demonstrates some of the woods.inc textures.
// Several wooden spheres (and one glass one), in and around
// a wooden box.


//---Macro for light-spectrum---//   Created by Nathan Kopp
#macro create_spectrum(nelems,bright)

#local elem=1;

color_map{

#while(elem<=nelems)

  /* h goes from 0 at red end to 1.0 at blue end */
  #local h = (elem-1)/(nelems-1);

  /* co-h goes from 1.0 at red end to 0.0 at blue end */
  #local coh = 1.0 - h;

  #local Huered = 0.9 - (h/0.45);
  #local Hueblue = 1.0 - (coh/0.6);

  #if (Huered < 0.0) #local Huered = 0.0; #end
  #if (Hueblue < 0.0)  #local Hueblue = 0.0; #end

  #local Huered=1.0 - (1.0-Huered)*(1.0-Huered);
  #local Hueblue=1.0 - (1.0-Hueblue)*(1.0-Hueblue);

  #local Huegreen = 1.0 - Huered - Hueblue;

  #if (h>0.85)
    #local Huered = 4*(h-0.85);  // was 4 - changed to 8
  #end

  #local ybulge =  -4.0*(h-0.1)*(h-0.6);
  #if (ybulge<0) #local ybulge=0; #end

  #local Huered = Huered+ybulge;// * 0.5; // added * 0.5
  #local Huegreen = Huegreen+ybulge;

  [bright, color rgb<Huered,Huegreen,Hueblue>]
  //#debug
concat("<",str(Huered,0,3),",",str(Huegreen,0,3),",",str(Hueblue,0,3),">\n")



  #local elem=elem+1;
#end // while
}
#end // macro




#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"


global_settings {
  ini_option "+QR"
  ini_option "Preview_Start_Size=16"
  ini_option "Preview_End_Size=4"

  radiosity{
    count 150
    brightness 1
    recursion_limit 4
    max_sample 1

    error_bound 1.5
    low_error_factor .6
    gray_threshold 0.0
    minimum_reuse 0.015
    nearest_count 5

  }
  #declare phd=0.75;
  photons {
    gather 20,160
    radius .05*phd*sqrt(20)*3/2,2,0
    expand_thresholds .2,30
    //save_file "woodbox.ph"
    //load_file "woodbox.ph"
  }
}


camera {
   location <-5, 10, -15>
   direction <0, 0,  2.0>
   right x*1.33
   look_at <-0.5,0.2,0>
}

// Uncomment the area lights only if you've got lots of time.
#declare Dist=80.0;
light_source {< -50, 25, -50> color White
     fade_distance Dist fade_power 2
     create_spectrum (16,0.2)

   area_light <-15, 0, -10>, <15, 0, 10>, 13,13
   adaptive 0


}

sky_sphere {
    pigment {
        gradient y
        color_map {
            [0, 1  color rgb <0.2,0.5,0.8> color rgb <0.4,0.65,1.0> ]
        }
    }
}

#declare M_Wood18B =
colour_map {
    [0.00 0.25   color rgbf < 0.50, 0.26, 0.12, 0.10>
                 color rgbf < 0.54, 0.29, 0.13, 0.20>]
    [0.25 0.40   color rgbf < 0.54, 0.29, 0.13, 0.20>
                 color rgbf < 0.55, 0.28, 0.10, 0.70>]
    [0.40 0.50   color rgbf < 0.55, 0.28, 0.10, 0.70>
                 color rgbf < 0.50, 0.23, 0.15, 0.95>]
    [0.50 0.70   color rgbf < 0.50, 0.23, 0.15, 0.95>
                 color rgbf < 0.56, 0.29, 0.17, 0.70>]
    [0.70 0.98   color rgbf < 0.56, 0.29, 0.17, 0.70>
                 color rgbf < 0.54, 0.29, 0.13, 0.20>]
    [0.98 1.00   color rgbf < 0.54, 0.29, 0.13, 0.20>
                 color rgbf < 0.50, 0.26, 0.12, 0.10>]
}


#declare Floor_Texture =
    texture { pigment { P_WoodGrain18A color_map { M_Wood18A }}}
    texture { pigment { P_WoodGrain12A color_map { M_Wood18B }}}
    texture {
        pigment { P_WoodGrain12B color_map { M_Wood18B }}
        finish { reflection 0.2 reflect_metallic 0.2}
    }

#declare Floor =
plane { y,0
    texture { Floor_Texture
        scale 0.5
        rotate y*90
        rotate <10, 0, 15>
        translate z*4
    }
}

#declare T0 = texture { T_Wood19 }

#declare T =
texture { T0
    finish { specular 0.50 roughness 0.1 ambient 0.0 diffuse 0.9}
}

#declare T1 = texture { T translate  x*10 rotate <0, 87, 0> }
#declare T2 = texture { T translate  y*10 rotate <0,  1, 0> }
#declare T3 = texture { T translate -x*10 rotate  <0, 88, 0> translate
z*100}

#declare Front_Panel =
box      { <-3.75, 0.00, -0.5>,
           < 3.75, 1.75,  0.0> }

#declare Front_Top_Edge   =
cylinder { <-3.75, 1.75,  0.0>,
           < 3.75, 1.75,  0.0>, 0.5 }

#declare Front_Right_Edge =
cylinder { < 3.75, 0.00,  0.0>,
           < 3.75, 1.75,  0.0>, 0.5 }

#declare Front_Left_Edge  =
cylinder { <-3.75, 0.00,  0.0>,
           <-3.75, 1.75,  0.0>, 0.5 }

#declare Front_UL_Corner  = sphere   { <-3.75, 1.75,  0.0>, 0.5 }
#declare Front_UR_Corner  = sphere   { < 3.75, 1.75,  0.0>, 0.5 }


#declare Left_Panel      = box { <-0.50, 0, -2.75>, <0.50, 1.75, 2.75> }

#declare Left_Top_Edge   = cylinder { <0, 1.75, -2.75>, <0, 1.75, 2.75>,
0.5 }

#declare Left_End =
intersection {
    union {
        object { Left_Panel       }
        object { Left_Top_Edge    }
    }
    plane { x, 0 }
    texture { T2 }
    bounded_by { box { <-0.501, 0.01, -3.251>, <0.01, 2.251, 3.251> } }
}

#declare Box_Front =
intersection {
    union {
        object { Front_Panel      }
        object { Front_Top_Edge   }
        object { Front_Left_Edge  }
        object { Front_Right_Edge }
        object { Front_UL_Corner  }
        object { Front_UR_Corner  }
    }
    plane { z, 0 }
    texture { T1}
    bounded_by { box { <-4.251, 0.01, -0.51>, <4.251, 2.251,  0.01> }}
}
#declare Box_Bottom = box {<-3.75, 0.0, -2.75> <3.75, 0.25, 2.75>
texture {T3} }
#declare Box_Lid =    box {<-3.75, 0.0, -2.75> <3.75, 0.25, 2.75>
    translate -2.75*z    // put "hinge" at origin
    rotate x*25          // open the lid
    translate 2.75*z     // move "hinge" back
    translate y*2        // lift to top
    texture {T3}
}
#declare Box =
union {
    object { Box_Front translate -z*2.75}
    object { Box_Front scale <1,1,-1> translate z*2.75}
    object { Left_End translate -x*3.75 }
    object { Left_End scale <-1,1,1> translate x*3.75 }
    object { Box_Lid  }
    object { Box_Bottom }
}
#declare Spheres =
union {

    // Inside of box
    sphere { <1.5, 1.5, -0.75>, 1.25
        texture {
            T_Wood14
            finish { specular 0.35 roughness 0.05 ambient 0.0  diffuse
0.9}
            translate x*1
            rotate <15, 10, 0>
            translate y*2
        }
    }
    // Inside of box
    sphere { <-1.5, 1.25,  0.5>, 1
        texture { T_Wood18
            finish { specular 0.25 roughness 0.025 ambient 0.0  diffuse
0.9}
            scale 0.33
            translate x*1
            rotate <10, 20, 30>
            translate y*10
        }
    }
    // Inside of box
    sphere { <-0.75, 1.0, -1.5>, 0.75
        texture { T_Wood10
            finish { specular 0.5 roughness 0.005 ambient 0.0  diffuse
0.9}
            translate x*1
            rotate <30, 10, 20>
        }
    }

    // Outside of box
    sphere { <-0.75, 0.75, -4.25>, 0.75
        texture { T_Wood4
            finish { specular 0.25 roughness 0.015 ambient 0.0  diffuse
0.9}
        }
    }
    // Outside of box
    sphere { <-2.25, 0.45, -4.5>, 0.45
        texture { T_Wood20
            finish { specular 0.15 roughness 0.15 ambient 0.0  diffuse
0.9}
            rotate <45, 10, 45>
            translate x*10
        }
    }

    // Outside of box
    sphere { <-5.5, 0.95, 1.0>, 0.95
texture {
   pigment { rgb <1,1,1,0.9> }
   finish{
                ambient 0.0
                diffuse 0.9

                specular 1.0
                roughness 0.0004
                phong_size 100
                phong 0.5

                brilliance 8
                reflection 0.24
                reflect_metallic 1.0

                irid { 0.2 thickness 0.2 turbulence 0.1  }
   }
 }
    interior { I_Glass dispersion 1.1 ior 1.47 refraction 0.96
fade_distance 40 fade_power 2}
    photons { separation 0.03 refraction on reflection off
ignore_photons }

    }
    // Outside of box
    sphere { <-5.00, 0.75, -2.0>, 0.75
       texture { T_Copper_2B
         finish { ambient 0.0  diffuse 0.9
                  reflection 0.4 brilliance 3.5 reflect_metallic 1.0
//reflection_blur .04 reflection_samples 6
         }
       }

    }
    // Outside of box
    sphere { <-1.75, 0.40, -5.4>, 0.40
       texture { T_Brass_3B
        finish { ambient 0.0 diffuse 0.9
                 reflection 0.4 brilliance 4 reflect_metallic 1.0
reflection_blur .08 reflection_samples 6 }
       }
    }
}
union {
    object { Floor }
    object { Box }
    object { Spheres }
    rotate -y*35
}


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Attachments:
Download 'woodbox2.jpg' (164 KB)

Preview of image 'woodbox2.jpg'
woodbox2.jpg


 

From: David Fontaine
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 13 Jan 2000 19:25:06
Message: <387E6A69.BBA9F7F@faricy.net>
I guess this proves just how far you can go with the sphere on a plane idea...

> The rendering time was 0:44 h on a PIII XEON 550 with MegaPOV 0.3.

44 minutes or 44 hours? (hours, right?)

--
Homepage: http://www.faricy.net/~davidf/
___     ______________________________
 | \     |_       <dav### [at] faricynet>
 |_/avid |ontaine      <ICQ 55354965>


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From: Ken
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 13 Jan 2000 19:37:20
Message: <387E7025.3A995E76@pacbell.net>
Paul Blaszczyk wrote:
> 
> Hi,
> 
> I've get the sample-scene 'woodbox.pov' of POV-Ray and added some
> radiosity.
> The rendering time was 0:44 h on a PIII XEON 550 with MegaPOV 0.3.

It looks very good. I like the caustics from the glass sphere.

In the future would you please post the image here and then place the
source for your scene in one of the scene files groups on this server.
That is an aweful lot of included text and does not really belong here.

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Paul Blaszczyk
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 14 Jan 2000 04:26:03
Message: <387EEBAF.B97A977D@teamheese.de>
David Fontaine wrotes:

> >I guess this proves just how far you can go with the sphere on a plane idea...
>
> >> The rendering time was 0:44 h on a PIII XEON 550 with MegaPOV 0.3.
>
> >44 minutes or 44 hours? (hours, right?)

44 MINUTES    :-)


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From: Paul Blaszczyk
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 14 Jan 2000 04:27:24
Message: <387EEBFF.9379DBE6@teamheese.de>
anton sherwood schrieb:

> >why does the glass ball appear to have two surface textures?

I think, that's the reflection...


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From: omniVERSE
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 14 Jan 2000 07:01:00
Message: <387f0ffc@news.povray.org>
It's a beaut.  The box joints and way it sets upon the floor might be a little
tight.  I was surprised to see 'radiosity' had been used though, guess because I
expect everything to glow if it is.  A small joke there.  Some reflection
blurring for the floor could have done well I think, just a tiny amount maybe
because I like the mirroring of everything there.  Oh! I could change the script
myself since you provided it. Thanks.
Certainly has the short render time to take in more additions.

(ignore my first and cancelled reply)

Bob


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From: Alan Kong
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 15 Jan 2000 03:25:38
Message: <lmb08sks5qlsbuoq99r1e2on9jrqinvl6s@4ax.com>
On Fri, 14 Jan 2000 05:59:34 -0600 "omniVERSE" <inv### [at] aolcom> wrote:

>It's a beaut.  The box joints and way it sets upon the floor might be a little
>tight.  I was surprised to see 'radiosity' had been used though, guess because I
>expect everything to glow if it is.  A small joke there.  Some reflection
>blurring for the floor could have done well I think, just a tiny amount maybe
>because I like the mirroring of everything there.  Oh! I could change the script
>myself since you provided it.

  Dan Farmer [POV-Team - retired] wrote the scene. You should already
have it in your official POV-Ray distribution, Bob <s>.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: omniVERSE
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 15 Jan 2000 04:08:53
Message: <38803925@news.povray.org>
Oh, hey, thanks Alan.  Haven't even been to the cobweb strewn demo folders in so
long I forget there's still stuff in there.

Bob

"Alan Kong" <ako### [at] povrayNO-SPAMorg> wrote in message
news:lmb08sks5qlsbuoq99r1e2on9jrqinvl6s@4ax.com...
> On Fri, 14 Jan 2000 05:59:34 -0600 "omniVERSE" <inv### [at] aolcom> wrote:
>
> >It's a beaut.  The box joints and way it sets upon the floor might be a
little
> >tight.  I was surprised to see 'radiosity' had been used though, guess
because I
> >expect everything to glow if it is.  A small joke there.  Some reflection
> >blurring for the floor could have done well I think, just a tiny amount maybe
> >because I like the mirroring of everything there.  Oh! I could change the
script
> >myself since you provided it.
>
>   Dan Farmer [POV-Team - retired] wrote the scene. You should already
> have it in your official POV-Ray distribution, Bob <s>.
>
> --
> Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
> http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: Anton Sherwood
Subject: Re: woodbox2.jpg + pov-file (1024x768, 164 KB)
Date: 13 May 2001 11:47:36
Message: <3AFEACD0.4FC8349C@pobox.com>
> anton sherwood schrieb:
> > >why does the glass ball appear to have two surface textures?

Paul Blaszczyk wrote:
> I think, that's the reflection...

ah, no, it's the refracted image of the box.

-- 
Anton Sherwood  --  br0### [at] p0b0xcom  --  http://ogre.nu/


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