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"H. Karsten" <h-karsten()web.de> schreef in bericht
news:web.47a863b615c6d86725876e950@news.povray.org...
> You can also play with the pattern.
> Use wrinkles or leopard instead of agate.
>
>
Indeed. I started with marble, and experimented with most patterns. Some are
better than others, of course, but the combination of pattern, resolution,
density, and chaos gives interesting results.
Thanks by the way for providing the code!!! All kind of possibilities come
to mind!!
Thomas
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//have fun, this tokes 01h53m31s on 24GHz (8 cores) by 1440x600...
global_settings {assumed_gamma 3 radiosity {pretrace_start 1 pretrace_end 0.0
linear1 count 35 nearest_count 5 error_bound 0.1 recursion_limit 3
low_error_factor .05 brightness 0.03}}
#declare S = seed(0);
camera {
ultra_wide_angle
location <0.12,0.05,-1.3>*1.5
direction 1.5*z
right x*image_width/image_height
angle 110
aperture 0.03 blur_samples 128 focal_point <0,1,0> confidence 0.5 variance
1/1280
look_at <0,1,0>
}
light_source {<0,100,-10> color rgb 2.5}
#declare resolution=10;
#declare densiti=0.425;
#declare chaos=5;
#declare h=.3;
#declare high=3;
#declare bloks=union{
#declare zet=0;
#while (zet<resolution*high)
#declare hf=object{height_field {
function resolution,resolution {
pigment {
bozo
color_map {
[0 color rgb 0]
[1 color rgb 1]
}
turbulence chaos
//translate <0.25,0.25,-0.5>
scale .5
translate <0,0,1/resolution*zet>
}
}
scale resolution
} }
#declare zet=zet+h;
#declare iks=0;
#while (iks<resolution)
#declare iks=iks+1;
#declare ueps=0;
#while (ueps<resolution)
#declare ueps=ueps+1;
#if (inside(hf,<iks,(resolution/(1/(1-(densiti)))),ueps>))
#declare gr=rand(S);
superellipsoid { 0.2+(rand(S)-0.5)/5 scale <1,h,1> scale 0.5 rotate
<rand(S),rand(S),rand(S)>*2.5 translate<iks,zet,ueps>
pigment { color rgb <gr,gr,gr>+0.1 }
finish { ambient 0 diffuse 1 phong 1 phong_size 1}
}
#end
#end
#end
#end
}
union{
#declare r=-140;
#while (r<10)
object{bloks scale 1/resolution
translate <-0.5,-0.05,-0.5> rotate <0,-90*r,0> translate <r*0.9,0,0>}
#declare r=r+1;
#end
rotate <0,30,0>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.7,0.65,0.5>]
[0.25 rgb <0.0,0.1,0.8>]
[0.5 rgb <0.0,0.1,0.8>*0.5]
[1.0 rgb 0]
}
turbulence .325*0.35
scale <1,1.3,1>
translate <0,-0.15,0>
octaves 10
lambda 3
}
}
plane {
y, 0
pigment { color rgb 1 }
finish{ambient 0 diffuse 1}
}
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Attachments:
Download '03.jpg' (174 KB)
Preview of image '03.jpg'
![03.jpg](/povray.binaries.images/attachment/%3Cweb.47a9c20c15c6d867f4a6b3980%40news.povray.org%3E/03.jpg?preview=1)
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ups, that was the right setting:
global_settings {assumed_gamma 3 radiosity {pretrace_start 1 pretrace_end 0.01
count 35 nearest_count 5 error_bound 0.1 recursion_limit 3 low_error_factor .05
brightness 0.03}}
-holger-
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Are you using the beta? Or rather, are you sure all your cores are contributing?
I only ask because I just replaced all the superellipsoids with mesh bricks to
see how much faster it renders, and it took 1h to render at 720x300 on a
single-core 2.8GHz Dell. The main culprit is radiosity - turn that off and it
renders in three minutes.
Bill
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Been having a little fun with this today. A slight modification I have made,
converting the pattern to a function to evaluate directly rather than building
a heightfield for each layer. Depending on the resolution, this can have a
little bit of an impact on parse time as it takes time to build the
heightfield, even if it isn't rendered. It seems to produce similar results,
but I can get it exact, likely only because of not getting the right
orientation/location of the pattern being evaluated. (and a slight change in
the way I set up the while loops, but you can ignore that).
#declare f_hf= function{
pattern{
agate
turbulence chaos
scale resolution
}
}
#declare bloks=
union{
#declare zet=1;#while (zet<=resolution)
#declare iks=1;#while (iks<=resolution)
#declare ueps=1;#while (ueps<=resolution)
#if (f_hf(iks,zet,ueps)>(1-densiti))
box{-0.4,0.4 translate<iks,zet,ueps>}
#end
#declare ueps=ueps+1;#end
#declare iks=iks+1;#end
#declare zet=zet+1;#end
}
-tgq
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I made some little adjustments to Trevor's, switching in particular the z-
and y-axes to standard POV-Ray orientation.
Added the randomization, which - by the way - takes extra parsing time of
course.
#declare f_hf=
function{
pattern {
agate
warp {turbulence chaos}
scale resolution
}
}
#declare bloks=
union{
#declare Z=1;#while (Z<=resolution*10)
#declare X=1;#while (X<=resolution*0.5)
#declare Y=1;#while (Y<=resolution*2)
#if (f_hf(X,Y,Z)>(1-densiti))
box {<-RRand(0.4,2,R),-RRand(0.4,0.5,R),-RRand(0.4,1,R)>,
<RRand(0.4,2,R),RRand(0.4,0.5,R),RRand(0.4,1,R)>
translate<X,Y,Z>
//pigment {rgb <RRand(0.9,1,R),RRand(0.9,1,R),RRand(0.9,1,R)>}
}
#end
#declare Y=Y+1;#end
#declare X=X+1;#end
#declare Z=Z+1;#end
}
Image rendered in about 10 minutes by Megapov, with default radiosity
(gray_threshold 0.5), resolution of 30, and chaos 2.
Thomas
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Attachments:
Download 'HKarsten_GreebleBlock.jpg' (170 KB)
Preview of image 'HKarsten_GreebleBlock.jpg'
![HKarsten_GreebleBlock.jpg](/povray.binaries.images/attachment/%3C47aae723%40news.povray.org%3E/HKarsten_GreebleBlock.jpg?preview=1)
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> Are you using the beta? Or rather, are you sure all your cores are contributing?
>
> I only ask because I just replaced all the superellipsoids with mesh bricks to
> see how much faster it renders, and it took 1h to render at 720x300 on a
> single-core 2.8GHz Dell. The main culprit is radiosity - turn that off and it
> renders in three minutes.
>
> Bill
Yes it was the newest beta. I think it was the aperture settings.
-holger-
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I like this one.
Pattern is radial with frequency 20. Resolution is only 10.
Thomas
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Attachments:
Download 'HKarsten_GreebleBlock.jpg' (80 KB)
Preview of image 'HKarsten_GreebleBlock.jpg'
![HKarsten_GreebleBlock.jpg](/povray.binaries.images/attachment/%3C47ab0d69%40news.povray.org%3E/HKarsten_GreebleBlock.jpg?preview=1)
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....or this one (pattern: wood; resolution 50)
Thomas
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Attachments:
Download 'HKarsten_GreebleBlock.jpg' (125 KB)
Preview of image 'HKarsten_GreebleBlock.jpg'
![HKarsten_GreebleBlock.jpg](/povray.binaries.images/attachment/%3C47ab1aaa%40news.povray.org%3E/HKarsten_GreebleBlock.jpg?preview=1)
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote in message
news:47aae723@news.povray.org...
>
> I made some little adjustments to Trevor's, switching in particular the z-
> and y-axes to standard POV-Ray orientation.
>
> Added the randomization, which - by the way - takes extra parsing time of
> course.
>
> #declare f_hf=
> function{
> pattern {
> agate
> warp {turbulence chaos}
> scale resolution
> }
> }
>
> #declare bloks=
> union{
> #declare Z=1;#while (Z<=resolution*10)
> #declare X=1;#while (X<=resolution*0.5)
> #declare Y=1;#while (Y<=resolution*2)
> #if (f_hf(X,Y,Z)>(1-densiti))
> box {<-RRand(0.4,2,R),-RRand(0.4,0.5,R),-RRand(0.4,1,R)>,
> <RRand(0.4,2,R),RRand(0.4,0.5,R),RRand(0.4,1,R)>
> translate<X,Y,Z>
> //pigment {rgb <RRand(0.9,1,R),RRand(0.9,1,R),RRand(0.9,1,R)>}
> }
> #end
> #declare Y=Y+1;#end
> #declare X=X+1;#end
> #declare Z=Z+1;#end
> }
>
> Image rendered in about 10 minutes by Megapov, with default radiosity
> (gray_threshold 0.5), resolution of 30, and chaos 2.
>
> Thomas
>
>
Hi, can I ask where the variable R comes from in the code above?
Thanks!
Cheers Dre
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