|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
The .zip contains all the files to reproduce the scene (see images thread:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.548605687a8cfd3894986c380%40news.povray.org%3E/
) the only thing missing is the HDR probe which I cannot distribute but it can
be downloaded from the free section on http://www.sky-domes.com/?page_id=304
Post a reply to this message
Attachments:
Download 'tree_scene.zip' (3561 KB)
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 08/12/2014 23:46, s.day wrote:
> The .zip contains all the files to reproduce the scene (see images thread:
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.548605687a8cfd3894986c380%40news.povray.org%3E/
> ) the only thing missing is the HDR probe which I cannot distribute but it can
> be downloaded from the free section on http://www.sky-domes.com/?page_id=304
>
Thanks for sharing.
Seems the saved setting (Show* in pov file) are not to the value used
for the complete picture.
Now rendering at 1920x1200 for one of my desktop (need less than 3.4
giga of memory, cool!)
A lot of warning about csg having less than two objects, and
interestingly it triggers a bug in hgpovray (my derivative of povray)
about the spline object... I will have to fix (in hgpovray, not your
scene) when I have a bit of time. ( there is the added access to spline
evaluation at a point... not founding the expected syntax confuse the
parser, it shouldn't).
Once again, thanks you.
--
IQ of crossposters with FU: 100 / (number of groups)
IQ of crossposters without FU: 100 / (1 + number of groups)
IQ of multiposters: 100 / ( (number of groups) * (number of groups))
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Le_Forgeron <jgr### [at] freefr> wrote:
> Seems the saved setting (Show* in pov file) are not to the value used
> for the complete picture.
>
> Now rendering at 1920x1200 for one of my desktop (need less than 3.4
> giga of memory, cool!)
>
> A lot of warning about csg having less than two objects, and
> interestingly it triggers a bug in hgpovray (my derivative of povray)
> about the spline object... I will have to fix (in hgpovray, not your
> scene) when I have a bit of time. ( there is the added access to spline
> evaluation at a point... not founding the expected syntax confuse the
> parser, it shouldn't).
>
> Once again, thanks you.
>
> --
> IQ of crossposters with FU: 100 / (number of groups)
> IQ of crossposters without FU: 100 / (1 + number of groups)
> IQ of multiposters: 100 / ( (number of groups) * (number of groups))
Hi,
True, I did not think to comment on the settings, to render that image I used a
two pass method, first pass with the command line arguments:
+RF"file.rad" +RFO
and settings set to:
#declare useHDR = 1;
#declare useFocalBlur = 0; // 1-10 used 6
#declare useRad = 2;// 1=load 2=save
#declare radQuality = 5;// 1-10 1=low 10=high
#declare useSubSurface = 0; //1-10 used 4
#declare useTestTex = 1;
#declare showGrass = 1;
#declare showTree = 1;
#declare diffTree = 1;
#declare showMushroom = 0;
#declare showMoss = 1;
#declare showDandelions = 1;
#declare showDaisies = 1;
#declare showStones = 1;
#declare isoAccuracy = 0.005; // 0.0005 3m27s
#declare showWater = 1;
#declare grassScale = 0.75;
#declare grassStep = 0.9;
#declare showSnow = 0;
#declare showLilyPads = 1;
Then on the 2nd pass change the following settings:
#declare useFocalBlur = 10; // 1-10 used 6
#declare useRad = 1;// 1=load 2=save
#declare useSubSurface = 2; //1-10 used 4
#declare useTestTex = 0;
Neither render has +AA only very high focal blur (could probably set this much
lower and still get a good quality but I had time to spare).
1920x1200 should be fine but if anyone runs a render at a different ratio you
may find some of the grass runs out, I literally only created the objects where
they were needed for the ratio
but this can easily be fixed by increasing the area covered by the calls to the
add_grass macros.
My PC only has 4GB and windows so really only 2-3 GB is available to POV before
the PC starts to struggle doing anything else while rendering.
Sean
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 12-12-2014 7:56, s.day wrote:
> 1920x1200 should be fine but if anyone runs a render at a different ratio you
> may find some of the grass runs out, I literally only created the objects where
> they were needed for the ratio
> but this can easily be fixed by increasing the area covered by the calls to the
> add_grass macros.
>
Alternatively, you can use the visibility test macro developed by Gilles
Tran. It automatically looks if an object is visible in the image or not
when calculating/writing its position.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |