POV-Ray : Newsgroups : povray.binaries.images : Block coded in PovRay Server Time
2 Aug 2024 04:23:05 EDT (-0400)
  Block coded in PovRay (Message 14 to 23 of 23)  
<<< Previous 10 Messages Goto Initial 10 Messages
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


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message


Attachments:
Download 'HKarsten_GreebleBlock.jpg' (170 KB)

Preview of image 'HKarsten_GreebleBlock.jpg'
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-


Post a reply to this message

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


Post a reply to this message


Attachments:
Download 'HKarsten_GreebleBlock.jpg' (80 KB)

Preview of image 'HKarsten_GreebleBlock.jpg'
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


Post a reply to this message


Attachments:
Download 'HKarsten_GreebleBlock.jpg' (125 KB)

Preview of image 'HKarsten_GreebleBlock.jpg'
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


Post a reply to this message

From: Nicolas Alvarez
Subject: Re: Block coded in PovRay
Date: 7 Feb 2008 17:48:57
Message: <47ab8ad9$1@news.povray.org>
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.


Post a reply to this message

From: Dre
Subject: Re: Block coded in PovRay
Date: 7 Feb 2008 18:13:14
Message: <47ab908a@news.povray.org>
"Nicolas Alvarez" <nic### [at] gmailisthebestcom> 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


Post a reply to this message

From: Thomas de Groot
Subject: Re: Block coded in PovRay
Date: 9 Feb 2008 05:39:40
Message: <47ad82ec$1@news.povray.org>
"Dre" <aus### [at] hotmailcom> 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


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.