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2 Aug 2024 04:19:49 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Block coded in PovRay
Date: 6 Feb 2008 04:37:34
Message: <47a97fde@news.povray.org>
"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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From: H  Karsten
Subject: Re: Block coded in PovRay
Date: 6 Feb 2008 09:25:01
Message: <web.47a9c20c15c6d867f4a6b3980@news.povray.org>
//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:
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03.jpg


 

From: H  Karsten
Subject: Re: Block coded in PovRay
Date: 6 Feb 2008 10:05:02
Message: <web.47a9cc0915c6d867f4a6b3980@news.povray.org>
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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From: Bill Pragnell
Subject: Re: Block coded in PovRay
Date: 6 Feb 2008 12:05:00
Message: <web.47a9e87915c6d867731f01d10@news.povray.org>
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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From: Trevor G Quayle
Subject: Re: Block coded in PovRay
Date: 6 Feb 2008 13:05:00
Message: <web.47a9f60f15c6d867c150d4c10@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Block coded in PovRay
Date: 7 Feb 2008 06:10:27
Message: <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


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Attachments:
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HKarsten_GreebleBlock.jpg


 

From: H  Karsten
Subject: Re: Block coded in PovRay
Date: 7 Feb 2008 06:30:01
Message: <web.47aaeabd15c6d867289345970@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> 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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From: Thomas de Groot
Subject: Re: Block coded in PovRay
Date: 7 Feb 2008 08:53:45
Message: <47ab0d69@news.povray.org>
I like this one.

Pattern is radial with frequency 20. Resolution is only 10.

Thomas


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HKarsten_GreebleBlock.jpg


 

From: Thomas de Groot
Subject: Re: Block coded in PovRay
Date: 7 Feb 2008 09:50:18
Message: <47ab1aaa@news.povray.org>
....or this one (pattern: wood; resolution 50)

Thomas


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HKarsten_GreebleBlock.jpg


 

From: Dre
Subject: Re: Block coded in PovRay
Date: 7 Feb 2008 17:32:18
Message: <47ab86f2@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> 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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