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Here is my new problem, and it has nothing to do with POV-Ray: the BLACK
SCREEN.
I am using an Intel i3 processor, and the Intel HD Graphics driver. That
combination is known to cause the Black Screen during graphical works.
In my case, i tried to do a simple animation with the modified scene,
but get always the Black Screen after rendering the 4th or 5th frame. I
don't think, that there is any solution to this, for my computer.
I have to ask anyone of you, if you could render 100 frames for me, if
you can forgive me that request.
-------------------------------------
Output_File_Type=n Quality=12 +KI0.0 +KF1.0 +KFI1 +KFF100
800x450
AA 0.3
-------------------------------------
// ABX Place and orient objects along spline
http://news.povray.org/povray.general/message/%3Cttoenucoq6fcgkun57la24s9ia4ij5o573%404ax.com%3E/#%3Cttoenucoq6fcgkun57la24s9ia4ij5o573%404ax.com%3E
#version 3.7;
#declare RAD = 4;
global_settings
{
#declare a_g = 1;
assumed_gamma a_g
max_trace_level 5
subsurface {radiosity on samples 200,200}
noise_generator 2
#if(RAD > 0)
radiosity
{
pretrace_start 0.08
pretrace_end 0.04/RAD
count 60*RAD
nearest_count min (20, RAD)
error_bound 2/RAD
low_error_factor 0.5
recursion_limit 1
gray_threshold 0
minimum_reuse 0.015
brightness 1
adc_bailout 0.005
normal on
media off
always_sample off
}
#end
}
camera
{
angle 31*image_width/image_height*0.75
location < 0, 0, -2 >
right x*image_width/image_height
look_at < 0, 0.05, 0 >
}
#include "transforms.inc"
#include "shapes.inc"
#include "strings.inc"
#macro Time_To_Length_Converter (Spline, Min, Max, Accuracy)
#local Conversion = function
{
spline
{
#local Last = Spline (Min);
#local Length = 0;
#local C = Min;
#while (C <= Max)
#local C = min (C, Max);
#local Point = Spline (C);
#local Length = Length+vlength (Point-(Last*1.0003));
#local Last = Point;
C , < 1, 0, 0 >*Length
#local C = C+Accuracy;
#end
}
}
function (T)
{
Conversion (T).x
}
#end
#macro Spline_With_Linear_Movement (Spline, Min, Max, Accuracy)
spline
{
#local Last = Spline(Min);
#local Length = 0;
#local C = Min;
#while (C <= Max)
#local C = min (C, Max);
#local Point = Spline (C);
#local Length = Length+vlength (Point-Last);
#local Last = Point;
Length, Point+<0,0,0>
#local C = C+Accuracy;
#end
}
#end
#declare fac = 0.5;
#declare rs = seed (2338);
#declare sca = rand (rs);
#declare sca2 = 0.5;
#declare MySpline = spline
{
cubic_spline
-0.125,<sca*-1,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
0, <sca*0,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
0.125, <sca*1,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
0.25, <sca*2,0,-1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
0.375, <sca*3,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
0.5, <sca*4,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
0.625, <sca*5,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac
0.75, <sca*6,0,-1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
0.875, <sca*7,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
1, <sca*8,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
1.125, <sca*9,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac
}
#declare MySplineLinear = Spline_With_Linear_Movement (MySpline, 0, 1,
0.001);
#declare f_MySplineLength = Time_To_Length_Converter (MySpline, 0, 1,
0.001);
#declare MySplineLength = f_MySplineLength (1);
#declare MyObject = union
{
union
{
torus
{
0.425, 0.075
rotate < 0.0, 0.0, 90.0 >
scale < 4.5, 1.125, 1.125 >
}
torus
{
0.425, 0.075
rotate < 0.0, 0.0, 90.0 >
translate < -0.25, 0.0, 0.0 >
}
torus
{
0.425, 0.075
rotate < 0.0, 0.0, 90.0 >
translate < 0.25, 0.0, 0.0 >
}
texture
{
pigment
{
onion
color_map
{
[ 0 color rgb 1 ]
[ 1 color rgb < 0.075, 0.0751, 0.075 > ]
}
rotate < 0, 0, 90 >
scale 0.6
}
normal
{
granite 0.15
scale 1
}
finish { phong 0.1 }
}
}
union
{
cylinder { < -0.323, 0, 0 >, < -0.322, 0, 0 >, 0.425 }
cylinder { < 0.323, 0, 0 >, < 0.322, 0, 0 >, 0.425 }
texture
{
pigment
{
onion
color_map
{
[ 0 rgbt < 0.7764706, 0.8941176, 0.545098, 0.85 > ]
[ 0.65 rgbt < 0.7764706, 0.8941176, 0.545098, 0.85 > ]
[ 1 rgbt < 0.075, 0.0755, 0.075, 0.35 > ]
}
rotate <0,0,90>
scale 0.52
}
normal
{
granite 0.15
scale 1
}
finish { phong 0.1 }
}
}
sphere
{
< 0, 0, 0 >, 0.315
scale < 1, 1, 1 >
texture
{
pigment
{
onion
color_map
{
[ 0 rgb < 0.5019608, 0.772549, 0.227451 >*0.9 ]
[ 1 rgb < 0.5019608, 0.772549, 0.227451 >*1.1 ]
}
rotate <0,0,90>
scale 0.52
}
normal
{
granite 0.75
scale 0.5
}
finish { phong 0.1 ambient 0.5 }
}
}
scale 0.27
rotate z*90
}
#declare Step = MySplineLength*0.05;
#declare All = union
{
#declare Count = 0;
#while (Count <= MySplineLength-Step)
object
{
MyObject
pigment { color rgb < 1, 0.3, 0.7 > }
finish
{
specular albedo 1
metallic
roughness 0.025
diffuse 0.4
brilliance 2
reflection {0, 1 metallic}
conserve_energy
irid { 0.35 thickness 0.1 turbulence 0.5 }
ambient 0
}
Spline_Trans (MySplineLinear, Count, y, 0.1, 0.1)
}
#declare Count = Count+Step;
#end
rotate x*90
rotate < 0.0, (clock*360), 0.0 >
}
object
{
Center_Object (All, 1)
translate z*5
}
sphere
{
0, 1000
pigment
{
image_map
{
hdr "kitchen_probe2.hdr"
gamma 2.2
map_type 1
interpolate 2
}
}
finish {emission rgb 0.05}
no_image
}
background
{
color rgb < 0.1882353, 0.2705882, 0.3294118 >*0.1
}
---
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