POV-Ray : Newsgroups : povray.binaries.images : HELP!!!! Server Time
12 Aug 2024 19:32:44 EDT (-0400)
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From: Flaming Monarch
Subject: HELP!!!!
Date: 28 Jun 2003 19:35:39
Message: <3efe264b$1@news.povray.org>
I killed povray!!!

Can someone help me render a scene,
I am working on this abstract thing and i am trying to render it but its 
taking forever.
Will someone with a fast processor or way of rendering help me...
Or maybe some help taking time off rendering...
I like the scene as is so anything that is not destructive to the way it 
looks or renders would be great.
I would love it so much if it could be 1024-768 aa 0.3

Thanks Tonnes!!!!




Source



#declare Radiosity=on
;

global_settings {
   assumed_gamma 1.0
   //max_trace_level 25
   #if (Radiosity)
     radiosity {
       pretrace_start 0.08           // start pretrace at this size
       pretrace_end   0.04           // end pretrace at this size
       count 35                      // higher -> higher quality 
(1..1600) [35]
       nearest_count 5               // higher -> higher quality (1..10) [5]
       error_bound 1.8               // higher -> smoother, less 
accurate [1.8]
       recursion_limit 3             // how much interreflections are 
calculated (1..5+) [3]
       low_error_factor .5           // reduce error_bound during last 
pretrace step
       gray_threshold 0.0            // increase for weakening colors 
(0..1) [0]
       minimum_reuse 0.015           // reuse of old radiosity samples 
[0.015]
       brightness 1                  // brightness of radiosity effects 
(0..1) [1]

       adc_bailout 0.01/2
       //normal on                   // take surface normals into 
account [off]
       //media on                    // take media into account [off]
       //save_file "file_name"       // save radiosity data
       //load_file "file_name"       // load saved radiosity data
       //always_sample off           // turn sampling in final trace off 
[on]
       //max_sample 1.0              // maximum brightness of samples
     }
   #end
}








//-------------- Includes

#include "colors.inc"	
#include "textures.inc"	
#include "metals.inc"


//----------------------------      Variables for size and seed
    #declare R = seed(12);
    #declare num_spheres = 40;
    #declare area=10;
    #declare min_size = .15;
    #declare max_size = .35;
//-----------------------------


#declare thing = sphere_sweep {
    //linear_spline | b_spline | cubic_spline
    cubic_spline

    num_spheres,

    #declare i = 0;
    #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2), 
rand(R)*area-(area/2)>;

    start_pos, rand(R)*(max_size - min_size)+min_size,

    #while (i<num_spheres - 2)
       #declare s_size = rand(R)*(max_size - min_size)+min_size;
       <rand(R)*area-(area/2), rand(R)*area-(area/2), 
rand(R)*area-(area/2)>, s_size,
       #declare i = i + 1;
    #end

    start_pos, rand(R)*(max_size - min_size)+min_size

    //no_shadow

}

//-------------------------------

object {thing  texture {T_Chrome_2E }}

//-------------------------------------------

/*light_source {
   0*x
   color rgb <1,1,1>
   translate <0, 10, -10>
}  */

light_source {
   0*x                 // light's position (translated below)
   color rgb 1.0       // light's color
   area_light
   <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
   4, 4                // total number of lights in grid (4x*4z = 16 lights)
   adaptive 4          // 0,1,2,3...
   jitter              // adds random softening of light
   circular            // make the shape of the light circular
   orient              // orient light
   translate <40, 80, -40>   // <x y z> position of light

}
camera {
     location  <0,1.5,-8.5>
    look_at <0, 0, 0>
}

//--------------------------------------------        Extra Scene objects
sky_sphere {  pigment {   White} }
//    gradient y
//    color_map {
//      [0.0 rgb <0.6,0.7,1.0>]
//      [0.7 rgb <0.0,0.1,0.8>]
//    }
//  }
//}

/*
plane {
   y, -1.5
   pigment { color rgb <0.7,0.5,0.5> }
}
    */

    plane {
   y, -3.5
//pigment{White}
     texture {
     pigment { rgb <1,1,1 > }
     finish {
         ambient 0
         diffuse 0
         reflection .3
         brilliance 0
         specular 1
         roughness 1
     }
}
   }

//------------------------------------------


#declare thin = union {

torus {
   0.8,
   0.2
scale y*1
}

torus {
   0.8,
   0.2
scale z*2
rotate x*90
}

   }
   #declare thig2 = union {
object{thin scale 1 texture {T_Chrome_2D}//no_shadow
rotate z*0}
object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
rotate z*45}
object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
rotate z*90}
object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
rotate z*135}
object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
rotate z*180}
object{thin scale 2 texture {T_Chrome_2A}//no_shadow
rotate z*225}
object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
rotate z*270}
object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
rotate z*315}
}

object {thig2  }

  //sphere { <0, -2.5, 5>, 1 pigment {Red}}


Post a reply to this message

From: Flaming Monarch
Subject: Re: HELP!!!!
Date: 28 Jun 2003 19:36:14
Message: <3efe266e@news.povray.org>
Also my image that i'm posting is the source, ty

Flaming Monarch wrote:
> I killed povray!!!
> 
> Can someone help me render a scene,
> I am working on this abstract thing and i am trying to render it but its 
> taking forever.
> Will someone with a fast processor or way of rendering help me...
> Or maybe some help taking time off rendering...
> I like the scene as is so anything that is not destructive to the way it 
> looks or renders would be great.
> I would love it so much if it could be 1024-768 aa 0.3
> 
> Thanks Tonnes!!!!
> 
> 
> 
> 
> Source
> 
> 
> 
> #declare Radiosity=on
> ;
> 
> global_settings {
>   assumed_gamma 1.0
>   //max_trace_level 25
>   #if (Radiosity)
>     radiosity {
>       pretrace_start 0.08           // start pretrace at this size
>       pretrace_end   0.04           // end pretrace at this size
>       count 35                      // higher -> higher quality 
> (1..1600) [35]
>       nearest_count 5               // higher -> higher quality (1..10) [5]
>       error_bound 1.8               // higher -> smoother, less accurate 
> [1.8]
>       recursion_limit 3             // how much interreflections are 
> calculated (1..5+) [3]
>       low_error_factor .5           // reduce error_bound during last 
> pretrace step
>       gray_threshold 0.0            // increase for weakening colors 
> (0..1) [0]
>       minimum_reuse 0.015           // reuse of old radiosity samples 
> [0.015]
>       brightness 1                  // brightness of radiosity effects 
> (0..1) [1]
> 
>       adc_bailout 0.01/2
>       //normal on                   // take surface normals into account 
> [off]
>       //media on                    // take media into account [off]
>       //save_file "file_name"       // save radiosity data
>       //load_file "file_name"       // load saved radiosity data
>       //always_sample off           // turn sampling in final trace off 
> [on]
>       //max_sample 1.0              // maximum brightness of samples
>     }
>   #end
> }
> 
> 
> 
> 
> 
> 
> 
> 
> //-------------- Includes
> 
> #include "colors.inc"   
> #include "textures.inc"   
> #include "metals.inc"
> 
> 
> //----------------------------      Variables for size and seed
>    #declare R = seed(12);
>    #declare num_spheres = 40;
>    #declare area=10;
>    #declare min_size = .15;
>    #declare max_size = .35;
> //-----------------------------
> 
> 
> #declare thing = sphere_sweep {
>    //linear_spline | b_spline | cubic_spline
>    cubic_spline
> 
>    num_spheres,
> 
>    #declare i = 0;
>    #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2), 
> rand(R)*area-(area/2)>;
> 
>    start_pos, rand(R)*(max_size - min_size)+min_size,
> 
>    #while (i<num_spheres - 2)
>       #declare s_size = rand(R)*(max_size - min_size)+min_size;
>       <rand(R)*area-(area/2), rand(R)*area-(area/2), 
> rand(R)*area-(area/2)>, s_size,
>       #declare i = i + 1;
>    #end
> 
>    start_pos, rand(R)*(max_size - min_size)+min_size
> 
>    //no_shadow
> 
> }
> 
> //-------------------------------
> 
> object {thing  texture {T_Chrome_2E }}
> 
> //-------------------------------------------
> 
> /*light_source {
>   0*x
>   color rgb <1,1,1>
>   translate <0, 10, -10>
> }  */
> 
> light_source {
>   0*x                 // light's position (translated below)
>   color rgb 1.0       // light's color
>   area_light
>   <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
>   4, 4                // total number of lights in grid (4x*4z = 16 lights)
>   adaptive 4          // 0,1,2,3...
>   jitter              // adds random softening of light
>   circular            // make the shape of the light circular
>   orient              // orient light
>   translate <40, 80, -40>   // <x y z> position of light
> 
> }
> camera {
>     location  <0,1.5,-8.5>
>    look_at <0, 0, 0>
> }
> 
> //--------------------------------------------        Extra Scene objects
> sky_sphere {  pigment {   White} }
> //    gradient y
> //    color_map {
> //      [0.0 rgb <0.6,0.7,1.0>]
> //      [0.7 rgb <0.0,0.1,0.8>]
> //    }
> //  }
> //}
> 
> /*
> plane {
>   y, -1.5
>   pigment { color rgb <0.7,0.5,0.5> }
> }
>    */
> 
>    plane {
>   y, -3.5
> //pigment{White}
>     texture {
>     pigment { rgb <1,1,1 > }
>     finish {
>         ambient 0
>         diffuse 0
>         reflection .3
>         brilliance 0
>         specular 1
>         roughness 1
>     }
> }
>   }
> 
> //------------------------------------------
> 
> 
> #declare thin = union {
> 
> torus {
>   0.8,
>   0.2
> scale y*1
> }
> 
> torus {
>   0.8,
>   0.2
> scale z*2
> rotate x*90
> }
> 
>   }
>   #declare thig2 = union {
> object{thin scale 1 texture {T_Chrome_2D}//no_shadow
> rotate z*0}
> object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
> rotate z*45}
> object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
> rotate z*90}
> object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
> rotate z*135}
> object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
> rotate z*180}
> object{thin scale 2 texture {T_Chrome_2A}//no_shadow
> rotate z*225}
> object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
> rotate z*270}
> object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
> rotate z*315}
> }
> 
> object {thig2  }
> 
>  //sphere { <0, -2.5, 5>, 1 pigment {Red}}
>


Post a reply to this message

From: Gergely Vandor
Subject: Re: HELP!!!!
Date: 28 Jun 2003 21:20:01
Message: <web.3efe3be43a03cfbfb78e044d0@news.povray.org>
Flaming Monarch wrote:
>I killed povray!!!

I don't want to sound rude, but this isn't the group you are looking for.
For newbie questions, please use povray.newusers. If you want to post a
scene, please use povray.binaries.scene-files or povray.text.scene-files.
Please read the FAQ, too.

Anyway, the "problems" with your scene:

-"Complex" objects
-Lots of reflective surfaces
-Radiosity
-Area lights

Any of these makes a scene render slow. If you combine two of these, your
render will be somewhere between very slow and extremely slow. If you
combine more than two, you are probably hopeless.

(This might be a case of RTFM as well, I'm pretty sure that the docs have
some info on how these functions affect render time.)

--
Regards,
Gergely


Post a reply to this message

From: Tor Olav Kristensen
Subject: Re: HELP!!!!
Date: 29 Jun 2003 04:06:20
Message: <Xns93A96864C38D5torolavkhotmailcom@204.213.191.226>
Flaming Monarch <fla### [at] gatescom> wrote in
news:3efe264b$1@news.povray.org: 

> I killed povray!!!
> 
> Can someone help me render a scene,
> I am working on this abstract thing and i am trying to render it but
> its taking forever.
> Will someone with a fast processor or way of rendering help me...
> Or maybe some help taking time off rendering...
> I like the scene as is so anything that is not destructive to the way
> it looks or renders would be great.
> I would love it so much if it could be 1024-768 aa 0.3


I let my PC render your image during the night. It is finished now.
(4 hours @ 2 GHz Athlon)

How do you me to send it to you ?

E.g.:

.jpg -> By email
.jpg -> Posted to povray.binaries.images 
.png or .bmp -> Uploaded temporarily to my home page server


Tor Olav


Post a reply to this message

From: Flaming Monarch
Subject: Re: HELP!!!!
Date: 29 Jun 2003 07:17:23
Message: <3efecac3$1@news.povray.org>
Thanks dude, Email me at
Fla### [at] fentraxcom

Tor Olav Kristensen wrote:
> Flaming Monarch <fla### [at] gatescom> wrote in
> news:3efe264b$1@news.povray.org: 
> 
> 
>>I killed povray!!!
>>
>>Can someone help me render a scene,
>>I am working on this abstract thing and i am trying to render it but
>>its taking forever.
>>Will someone with a fast processor or way of rendering help me...
>>Or maybe some help taking time off rendering...
>>I like the scene as is so anything that is not destructive to the way
>>it looks or renders would be great.
>>I would love it so much if it could be 1024-768 aa 0.3
> 
> 
> 
> I let my PC render your image during the night. It is finished now.
> (4 hours @ 2 GHz Athlon)
> 
> How do you me to send it to you ?
> 
> E.g.:
> 
> .jpg -> By email
> .jpg -> Posted to povray.binaries.images 
> .png or .bmp -> Uploaded temporarily to my home page server
> 
> 
> Tor Olav


Post a reply to this message

From: Martin Belair
Subject: Re: HELP!!!! - 1 attachment
Date: 29 Jun 2003 08:18:11
Message: <Xns93A953BF25C10badhabit07hotmaildot@204.213.191.226>
Flaming Monarch <fla### [at] gatescom> wrote in
news:3efe264b$1@news.povray.org: 

> I would love it so much if it could be 1024-768 aa 0.3

Just for curiosity, I rendered it last night @ 1280X1024. I thought that 
others might want to see it too. So here's the details followed by the 
image...

I rendered it on a P4 2.7GH[512K Cache 533MHZ] @ 1024MB RDRAM

-----------------------------------------------------------------------
Statistics for test3.pov, Resolution 1280 x 1024
-----------------------------------------------------------------------
Pixels:         1312689   Samples:         3065041   Smpls/Pxl: 2.33
Rays:          12091612   Saved:             29036   Max Level: 5/5
-----------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
-----------------------------------------------------------------------
Plane                         59562867         5475468      9.19
Sphere Sweep                 129703511        50443719     38.89
Torus                         44692530        16088791     36.00
Torus Bound                   44692530        18582480     41.58
Bounding Box                 525172097       179772564     34.23
Vista Buffer                  38184506        30319591     79.40
-----------------------------------------------------------------------
Roots tested:           4817612387   eliminated:             7407854
Calls to Noise:                  0   Calls to DNoise:             10
-----------------------------------------------------------------------
Shadow Ray Tests:        142451087   Succeeded:             47275155
Reflected Rays:            8855638
-----------------------------------------------------------------------
Radiosity samples calculated:       5305 (0.08 percent)
Radiosity samples reused:        6822597
-----------------------------------------------------------------------
Smallest Alloc:                 25 bytes   Largest:            25644
Peak memory used:          1068595 bytes
-----------------------------------------------------------------------
Time For Trace:    5 hours 55 minutes   7.0 seconds (21307 seconds)
    Total Time:    5 hours 55 minutes   7.0 seconds (21307 seconds)
-----------------------------------------------------------------------
CPU time used: kernel 0.78 seconds, user 21301.53 seconds, total 21302.31 
seconds
Render averaged 61.53 PPS over 1310720 pixels

-----------------------------------------------


This file was encoded with the new yEnc encoding scheme, designed to save
bandwidth by dramatically reducing the 30%+ overhead incurred by UU and Base64.
For more info, see http://www.yenc.org/


Post a reply to this message


Attachments:
Download '=ybegin line=128 size=101656 name=test3.jpg.dat' (103 KB)

From: Martin Belair
Subject: Re: HELP!!!! - 1 attachment
Date: 29 Jun 2003 08:26:12
Message: <Xns93A9551BF548Bbadhabit07hotmaildot@204.213.191.226>
Martin Belair <bad### [at] hotmailDOTcom> wrote in

> This file was encoded with the new yEnc encoding scheme, designed to
> save bandwidth by dramatically reducing the 30%+ overhead incurred by
> UU and Base64. For more info, see http://www.yenc.org/

Oh yes.... The attachement is yEnc encoded. If you can't decode it, and have 
enough request, I can re-send it the old fashion way....

Ciao!

Mart


Post a reply to this message

From: Flaming Monarch
Subject: Re: HELP!!!! - 1 attachment
Date: 29 Jun 2003 08:27:12
Message: <3efedb20@news.povray.org>
Cool, Ty for the help, but I dont think that the image attached very 
well. its all weird like when u open an image in notepad.

Martin Belair wrote:
> Flaming Monarch <fla### [at] gatescom> wrote in
> news:3efe264b$1@news.povray.org: 
> 
> 
>>I would love it so much if it could be 1024-768 aa 0.3
> 
> 
> Just for curiosity, I rendered it last night @ 1280X1024. I thought that 
> others might want to see it too. So here's the details followed by the 
> image...
> 
> I rendered it on a P4 2.7GH[512K Cache 533MHZ] @ 1024MB RDRAM
> 
> -----------------------------------------------------------------------
> Statistics for test3.pov, Resolution 1280 x 1024
> -----------------------------------------------------------------------
> Pixels:         1312689   Samples:         3065041   Smpls/Pxl: 2.33
> Rays:          12091612   Saved:             29036   Max Level: 5/5
> -----------------------------------------------------------------------
> Ray->Shape Intersection          Tests       Succeeded  Percentage
> -----------------------------------------------------------------------
> Plane                         59562867         5475468      9.19
> Sphere Sweep                 129703511        50443719     38.89
> Torus                         44692530        16088791     36.00
> Torus Bound                   44692530        18582480     41.58
> Bounding Box                 525172097       179772564     34.23
> Vista Buffer                  38184506        30319591     79.40
> -----------------------------------------------------------------------
> Roots tested:           4817612387   eliminated:             7407854
> Calls to Noise:                  0   Calls to DNoise:             10
> -----------------------------------------------------------------------
> Shadow Ray Tests:        142451087   Succeeded:             47275155
> Reflected Rays:            8855638
> -----------------------------------------------------------------------
> Radiosity samples calculated:       5305 (0.08 percent)
> Radiosity samples reused:        6822597
> -----------------------------------------------------------------------
> Smallest Alloc:                 25 bytes   Largest:            25644
> Peak memory used:          1068595 bytes
> -----------------------------------------------------------------------
> Time For Trace:    5 hours 55 minutes   7.0 seconds (21307 seconds)
>     Total Time:    5 hours 55 minutes   7.0 seconds (21307 seconds)
> -----------------------------------------------------------------------
> CPU time used: kernel 0.78 seconds, user 21301.53 seconds, total 21302.31 
> seconds
> Render averaged 61.53 PPS over 1310720 pixels
> 
> -----------------------------------------------
> 
> 
> This file was encoded with the new yEnc encoding scheme, designed to save
> bandwidth by dramatically reducing the 30%+ overhead incurred by UU and Base64.
> For more info, see http://www.yenc.org/
> 
> =ybegin line=128 size=101656 name=test3.jpg















































































































































































> 

> 




































































































































































































> 

> 
































































































































































































> 

> 




































































> 

> 



































> 

> 


















> 

> 






























































































































> 

> 
> =yend size=101704 crc32=0d72f868


Post a reply to this message

From: Flaming Monarch
Subject: Re: HELP!!!! - 1 attachment
Date: 29 Jun 2003 08:28:14
Message: <3efedb5e$1@news.povray.org>
Ah ok then plz old way ty,

Martin Belair wrote:
> Martin Belair <bad### [at] hotmailDOTcom> wrote in
> 
> 
>>This file was encoded with the new yEnc encoding scheme, designed to
>>save bandwidth by dramatically reducing the 30%+ overhead incurred by
>>UU and Base64. For more info, see http://www.yenc.org/
> 
> 
> Oh yes.... The attachement is yEnc encoded. If you can't decode it, and have 
> enough request, I can re-send it the old fashion way....
> 
> Ciao!
> 
> Mart


Post a reply to this message

From: Flaming Monarch
Subject: Re: HELP!!!!
Date: 29 Jun 2003 08:30:05
Message: <3efedbcd$1@news.povray.org>
So what do you think of it artisticaly?

Flaming Monarch wrote:
> I killed povray!!!
> 
> Can someone help me render a scene,
> I am working on this abstract thing and i am trying to render it but its 
> taking forever.
> Will someone with a fast processor or way of rendering help me...
> Or maybe some help taking time off rendering...
> I like the scene as is so anything that is not destructive to the way it 
> looks or renders would be great.
> I would love it so much if it could be 1024-768 aa 0.3
> 
> Thanks Tonnes!!!!
> 
> 
> 
> 
> Source
> 
> 
> 
> #declare Radiosity=on
> ;
> 
> global_settings {
>   assumed_gamma 1.0
>   //max_trace_level 25
>   #if (Radiosity)
>     radiosity {
>       pretrace_start 0.08           // start pretrace at this size
>       pretrace_end   0.04           // end pretrace at this size
>       count 35                      // higher -> higher quality 
> (1..1600) [35]
>       nearest_count 5               // higher -> higher quality (1..10) [5]
>       error_bound 1.8               // higher -> smoother, less accurate 
> [1.8]
>       recursion_limit 3             // how much interreflections are 
> calculated (1..5+) [3]
>       low_error_factor .5           // reduce error_bound during last 
> pretrace step
>       gray_threshold 0.0            // increase for weakening colors 
> (0..1) [0]
>       minimum_reuse 0.015           // reuse of old radiosity samples 
> [0.015]
>       brightness 1                  // brightness of radiosity effects 
> (0..1) [1]
> 
>       adc_bailout 0.01/2
>       //normal on                   // take surface normals into account 
> [off]
>       //media on                    // take media into account [off]
>       //save_file "file_name"       // save radiosity data
>       //load_file "file_name"       // load saved radiosity data
>       //always_sample off           // turn sampling in final trace off 
> [on]
>       //max_sample 1.0              // maximum brightness of samples
>     }
>   #end
> }
> 
> 
> 
> 
> 
> 
> 
> 
> //-------------- Includes
> 
> #include "colors.inc"   
> #include "textures.inc"   
> #include "metals.inc"
> 
> 
> //----------------------------      Variables for size and seed
>    #declare R = seed(12);
>    #declare num_spheres = 40;
>    #declare area=10;
>    #declare min_size = .15;
>    #declare max_size = .35;
> //-----------------------------
> 
> 
> #declare thing = sphere_sweep {
>    //linear_spline | b_spline | cubic_spline
>    cubic_spline
> 
>    num_spheres,
> 
>    #declare i = 0;
>    #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2), 
> rand(R)*area-(area/2)>;
> 
>    start_pos, rand(R)*(max_size - min_size)+min_size,
> 
>    #while (i<num_spheres - 2)
>       #declare s_size = rand(R)*(max_size - min_size)+min_size;
>       <rand(R)*area-(area/2), rand(R)*area-(area/2), 
> rand(R)*area-(area/2)>, s_size,
>       #declare i = i + 1;
>    #end
> 
>    start_pos, rand(R)*(max_size - min_size)+min_size
> 
>    //no_shadow
> 
> }
> 
> //-------------------------------
> 
> object {thing  texture {T_Chrome_2E }}
> 
> //-------------------------------------------
> 
> /*light_source {
>   0*x
>   color rgb <1,1,1>
>   translate <0, 10, -10>
> }  */
> 
> light_source {
>   0*x                 // light's position (translated below)
>   color rgb 1.0       // light's color
>   area_light
>   <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
>   4, 4                // total number of lights in grid (4x*4z = 16 lights)
>   adaptive 4          // 0,1,2,3...
>   jitter              // adds random softening of light
>   circular            // make the shape of the light circular
>   orient              // orient light
>   translate <40, 80, -40>   // <x y z> position of light
> 
> }
> camera {
>     location  <0,1.5,-8.5>
>    look_at <0, 0, 0>
> }
> 
> //--------------------------------------------        Extra Scene objects
> sky_sphere {  pigment {   White} }
> //    gradient y
> //    color_map {
> //      [0.0 rgb <0.6,0.7,1.0>]
> //      [0.7 rgb <0.0,0.1,0.8>]
> //    }
> //  }
> //}
> 
> /*
> plane {
>   y, -1.5
>   pigment { color rgb <0.7,0.5,0.5> }
> }
>    */
> 
>    plane {
>   y, -3.5
> //pigment{White}
>     texture {
>     pigment { rgb <1,1,1 > }
>     finish {
>         ambient 0
>         diffuse 0
>         reflection .3
>         brilliance 0
>         specular 1
>         roughness 1
>     }
> }
>   }
> 
> //------------------------------------------
> 
> 
> #declare thin = union {
> 
> torus {
>   0.8,
>   0.2
> scale y*1
> }
> 
> torus {
>   0.8,
>   0.2
> scale z*2
> rotate x*90
> }
> 
>   }
>   #declare thig2 = union {
> object{thin scale 1 texture {T_Chrome_2D}//no_shadow
> rotate z*0}
> object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
> rotate z*45}
> object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
> rotate z*90}
> object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
> rotate z*135}
> object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
> rotate z*180}
> object{thin scale 2 texture {T_Chrome_2A}//no_shadow
> rotate z*225}
> object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
> rotate z*270}
> object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
> rotate z*315}
> }
> 
> object {thig2  }
> 
>  //sphere { <0, -2.5, 5>, 1 pigment {Red}}
>


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