POV-Ray : Newsgroups : povray.binaries.images : AS/400 Server Time
14 Aug 2024 11:19:02 EDT (-0400)
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From: Timothy R  Cook
Subject: Re: AS/400
Date: 15 Nov 2002 07:33:28
Message: <3dd4e998@news.povray.org>
LOL

-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Andrew Coppin
Subject: Re: AS/400
Date: 15 Nov 2002 17:01:02
Message: <3dd56e9e@news.povray.org>
Gosh... I do hope that one day I'll be able to make stuff like this "in my
spare time"! I've done things over the course of several hundred hours which
don't look this good :'(

Andrew.


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From: Ive
Subject: Re: AS/400
Date: 16 Nov 2002 05:03:49
Message: <3dd61805@news.povray.org>
"Andrew Coppin" <orp### [at] btinternetcom> schrieb im Newsbeitrag
news:3dd56e9e@news.povray.org...
> Gosh... I do hope that one day I'll be able to make stuff like this "in my
> spare time"! I've done things over the course of several hundred hours which
> don't look this good :'(
>
> Andrew.


Hey thanks, but the AS/400 model has a quite simple shape and most parts are just
made of unions and differences of boxes, so it's was not too difficult and I guess
you could do the same.

And because I've just seen your question in povray.advanced-users the radiosity
settings for this scene (but is is not lit ONLY by radiosity) are

  radiosity {
    pretrace_end 0.01
    count 220
    error_bound 0.25
    normal on
  }

and for the Vermeer scenes (they are lit only by radiosity and VEEERY slow)

  radiosity {
    pretrace_start 0.08
    pretrace_end   0.004
    count 1600
    error_bound 0.2
    nearest_count 10
    recursion_limit 4
    low_error_factor 0.5
  }

but I do not recommend to start with something like this because you also have to
create all textures in a way without using specular and phong highlights (they simply
do not work without a light_source) but you have to use blurred reflection for
surfaces
you want some highlights and this is difficult to adjust and rendertime increases even
more.

You can also look at the file rad_def.inc for some basic radiosity settings.

- Ive


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