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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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Dre escribió:
> Hi, can I ask where the variable R comes from in the code above?
>
R is a random seed.
#declare R=seed(12345);
Replace 12345 with anything else to make the random numbers different.
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"Nicolas Alvarez" <nic### [at] gmail is the best com> wrote in message
news:47ab8ad9$1@news.povray.org...
>> Hi, can I ask where the variable R comes from in the code above?
>>
>
> R is a random seed.
>
> #declare R=seed(12345);
>
> Replace 12345 with anything else to make the random numbers different.
Excellent! Thanks for the tip!
Cheers Dre
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"Dre" <aus### [at] hotmail com> schreef in bericht
news:47ab86f2@news.povray.org...
>
> Hi, can I ask where the variable R comes from in the code above?
>
> Thanks!
>
> Cheers Dre
Sorry for not answering in time. I have been away. But Nicolas answered it
already.
Thomas
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