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My younger son's Cub Scout Pinewood Derby is coming up and I thought it
would be fun to model the car before we build it. So far I've done the
wheel and have started on the axle. The image below was modeled in Moray
3.3, uses MegaPov 0.6, antialiasing, radiousity (I think), and reflection.
It took about 4hrs 15min to render on a AMD Athlon 1.2Ghz. DUDE! Isn't
that an unrealistically long time for an image like this? It has ALOT of
CSG, but the render time surprised me. I've heard bounding mentioned here
before but don't really have a good understanding of how to use it. Anyone
have any suggestions about how to decrease the render time, or about
improvements on the wheel? Does MegaPov need a command line switch to
actually turn on radiousity?
Thanks,
Cris Williams
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Attachments:
Download 'pwd wheel.jpg' (144 KB)
Preview of image 'pwd wheel.jpg'
![pwd wheel.jpg](/povray.binaries.images/attachment/%3C3a9494ea%40news.povray.org%3E/pwd%20wheel.jpg?ttop=443840&toff=11200&preview=1)
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> It took about 4hrs 15min to render on a AMD Athlon 1.2Ghz. DUDE! Isn't
> that an unrealistically long time for an image like this?
Wait for a Googlehertze machine to come out...?
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From: Christoph Hormann
Subject: Re: Pinewood Derby Phase I (143 KB)
Date: 22 Feb 2001 04:14:51
Message: <3A94D889.58B131A4@gmx.de>
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Cris Williams wrote:
>
> My younger son's Cub Scout Pinewood Derby is coming up and I thought it
> would be fun to model the car before we build it. So far I've done the
> wheel and have started on the axle. The image below was modeled in Moray
> 3.3, uses MegaPov 0.6, antialiasing, radiousity (I think), and reflection.
> It took about 4hrs 15min to render on a AMD Athlon 1.2Ghz. DUDE! Isn't
> that an unrealistically long time for an image like this? It has ALOT of
> CSG, but the render time surprised me. I've heard bounding mentioned here
> before but don't really have a good understanding of how to use it. Anyone
> have any suggestions about how to decrease the render time, or about
> improvements on the wheel?
It's not that astonishing IMO, since you are using several light sources,
reflection, complex objects, ...
Maybe try turning off those things one after the other and check the
render time.
BTW, the wood texture looks a bit strange with the concentric rings
(normal?)
> Does MegaPov need a command line switch to
> actually turn on radiousity?
Yes, you have to add '+qr' to turn it on in addition to the radiosity{}
block.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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The wood textured plane is just something I picked at random to slide under
the wheels at this point. But your right, I could have picked a less
distracting texture. Another question about radiousity - since I'm using
Moray, the Pov code doesn't have the "#version unofficial MegaPOV 0.6;" line
in it. Will the radiousity be Pov-style or MegaPov-style without it? At
this point I'm not using any MegaPov-specific features (but I do want
MegaPov radiosity).
Cris Williams
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3A94D889.58B131A4@gmx.de...
>
> BTW, the wood texture looks a bit strange with the concentric rings
> (normal?)
>
>
> > Does MegaPov need a command line switch to
> > actually turn on radiousity?
>
> Yes, you have to add '+qr' to turn it on in addition to the radiosity{}
> block.
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
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From: Christoph Hormann
Subject: Re: Pinewood Derby Phase I (143 KB)
Date: 22 Feb 2001 09:43:47
Message: <3A9525A0.5B2D79D8@gmx.de>
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Cris Williams wrote:
>
> The wood textured plane is just something I picked at random to slide under
> the wheels at this point. But your right, I could have picked a less
> distracting texture. Another question about radiousity - since I'm using
> Moray, the Pov code doesn't have the "#version unofficial MegaPOV 0.6;" line
> in it. Will the radiousity be Pov-style or MegaPov-style without it? At
> this point I'm not using any MegaPov-specific features (but I do want
> MegaPov radiosity).
>
Megapov docu, section: Enabling MegaPov Features:
"Backwards compatibility is not available for radiosity."
meaning that it always uses megapov radiosity.
Anyway using old style radiosity settings will not give any reasonable
results so you will probably not be able to avoid editing the files
manually.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3a9494ea@news.povray.org>, Cris Williams says...
> My younger son's Cub Scout Pinewood Derby is coming up and I thought it
> would be fun to model the car before we build it. So far I've done the
> wheel and have started on the axle. The image below was modeled in Moray
> 3.3, uses MegaPov 0.6, antialiasing, radiousity (I think), and reflection.
> It took about 4hrs 15min to render on a AMD Athlon 1.2Ghz. DUDE! Isn't
> that an unrealistically long time for an image like this? It has ALOT of
> CSG, but the render time surprised me. I've heard bounding mentioned here
> before but don't really have a good understanding of how to use it. Anyone
> have any suggestions about how to decrease the render time, or about
> improvements on the wheel? Does MegaPov need a command line switch to
> actually turn on radiousity?
>
> Thanks,
>
> Cris Williams
>
I can't help you to explain the long render time, but I think the
texture is great! Will you publish it??
--
Regards, Sander
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It's nothin' fancy, but thanks!
#declare wheel_texture =
material // wheel_texture
{
texture
{
pigment
{
color rgb <0.239567, 0.239567, 0.1979>
}
normal
{
bumps , 0.05
bump_size 0.05
}
finish
{
ambient 0.0
diffuse 0.1007
brilliance 3.909667
phong 0.165467
phong_size 30.463333
specular 0.194233
roughness 0.3308
reflection 0.0275
crand 0.0935
}
}
}
Cris Williams
"Sander" <san### [at] stols com> wrote in message
news:MPG### [at] NEWS POVRAY ORG...
> >
> I can't help you to explain the long render time, but I think the
> texture is great! Will you publish it??
> --
> Regards, Sander
Post a reply to this message
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*DEFINATLY* look at using some isosurface boards using the Isowood
include. Make things VERY nice, even if just for background stuffs..
"Cris Williams" <wor### [at] netscape net> wrote in message
news:3a9494ea@news.povray.org...
> My younger son's Cub Scout Pinewood Derby is coming up and I thought it
> would be fun to model the car before we build it. So far I've done the
> wheel and have started on the axle. The image below was modeled in Moray
> 3.3, uses MegaPov 0.6, antialiasing, radiousity (I think), and reflection.
> It took about 4hrs 15min to render on a AMD Athlon 1.2Ghz. DUDE! Isn't
> that an unrealistically long time for an image like this? It has ALOT of
> CSG, but the render time surprised me. I've heard bounding mentioned here
> before but don't really have a good understanding of how to use it.
Anyone
> have any suggestions about how to decrease the render time, or about
> improvements on the wheel? Does MegaPov need a command line switch to
> actually turn on radiousity?
>
> Thanks,
>
> Cris Williams
>
>
>
>
>
Post a reply to this message
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From: Christoph Hormann
Subject: Re: Pinewood Derby Phase I (143 KB)
Date: 22 Feb 2001 11:27:30
Message: <3A953DE4.FD7BE4D@gmx.de>
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Cris Williams wrote:
>
> finish
> {
> ambient 0.0
> diffuse 0.1007
> brilliance 3.909667
> phong 0.165467
> phong_size 30.463333
> specular 0.194233
> roughness 0.3308
> reflection 0.0275
> crand 0.0935
> }
There usually is not much need to use both phong and specular highlights
apart from slowing things down and creating certain special effects.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3A9### [at] gmx de...
>
> > phong 0.165467
> > phong_size 30.463333
> > specular 0.194233
> > roughness 0.3308
>
> There usually is not much need to use both phong and specular highlights
> apart from slowing things down and creating certain special effects.
Ah yes, but in this case it does make a difference. Seeing this message I
at first thought the roughness was 0.03308, not 0.3308. If it were then
both highlights would have been very similar in both intensity and size.
This texture actually has a relatively large specular and smaller phong
highlight.
I often use the both of them together. Anyway, I figure you might have also
thought the two were close in appearance so I wanted to speak up here.
Bob H.
Post a reply to this message
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