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mon### [at] stinet news:3f0d9ebb@news.povray.org
Hi,
I would try to change some settings:
> Brightness:8
brightness 1
> Count:1600
if YOu want... but IMHO 300 would be enought
> Distance max:1
isn't this setting deprected in pov 3.5 ?
> Error Bound: .001
IMHO .10 would realy be enought
> Gray threshold: .5
1.0
> Low error Factor: .001
.60
> Min Reuse: .004
or even little smaller
> Nearest count: 20
> Recursion limit: 1
3..5 or more
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Just one question. When I raise the recursion limit, the redering time
increases ALOT. Is this normal? When I say alot I mean like 15 to 20 times
more. Thanks for the settings also. I am trying them right now.
"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote in message
news:Xns### [at] 204213191226...
> mon### [at] stinet news:3f0d9ebb@news.povray.org
>
> Hi,
> I would try to change some settings:
>
> > Brightness:8
> brightness 1
>
> > Count:1600
> if YOu want... but IMHO 300 would be enought
>
> > Distance max:1
> isn't this setting deprected in pov 3.5 ?
>
> > Error Bound: .001
> IMHO .10 would realy be enought
>
> > Gray threshold: .5
> 1.0
>
> > Low error Factor: .001
> .60
>
> > Min Reuse: .004
> or even little smaller
>
> > Nearest count: 20
> > Recursion limit: 1
> 3..5 or more
>
>
> --
> #macro
g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
> pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local
l=mod(c,100
> );g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end
light_source{
> y 2}sphere{z*20
9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On Thu, 10 Jul 2003 11:10:24 -0700, "ran102" <mon### [at] stinet> wrote:
> Just one question. When I raise the recursion limit, the redering time
> increases ALOT. Is this normal? When I say alot I mean like 15 to 20 times
> more. Thanks for the settings also. I am trying them right now.
There is no linear dependency between recursion limit and number of traced rays.
Read interesting tutorial about radiosity in manual ?
http://www.google.com/search?q=radiosity+tutorial+POV%2DRay
ABX
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"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote in message
news:Xns### [at] 204213191226...
> > Gray threshold: .5
> 1.0
I think this should be 0, not 1.0. A setting of 1.0 allows no color bleeding.
Andy Cocker
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In article <3f0d9ebb@news.povray.org> , "ran102" <mon### [at] stinet> wrote:
> Here is a picture of the scene.
Please do not post binary attachments to non-binary groups. Please read the
messages, in particular "Welcome To The POV-Ray News Groups" in the
povray.announce.frequently-asked-questions group for details.
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
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mon### [at] stinet news:3f0dac11@news.povray.org
> Just one question. When I raise the recursion limit, the redering time
> increases ALOT. Is this normal?
Yes.
I suggest to use in radiosity adc_bailout instead of recursion limit
a) for pre-tests
recursion_limit 3 adc_bailout 1/64
b) normal
recursion_limit 5 adc_bailout 1/128
c) perfect
recursion_limit 10 adc_bailout 1/256
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Xns### [at] 204213191226...
> > Recursion limit: 1
> 3..5 or more
This is definitely overkill. For practical purposes, recusion is not a
measure of quality. Most scenes look good enough with recursion 1, many can
benefit from 2 (if one can afford it) and some particular settings may
deserve 3. Higher values usually serve no purpose, apart slowing down
rendering and making the scene looking washed-out.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Xns### [at] 204213191226...
> mon### [at] stinet news:3f0dac11@news.povray.org
> I suggest to use in radiosity adc_bailout instead of recursion limit
If I'm not mistaken (and I wish I were), adc_bailout in radiosity is bugged
and simply doesn't work (adc_bailout in reflection works fine).
Until this is fixed, putting adc_bailout 1/2000, adc_bailout 1/256 or
adc_bailout 200 give the same result. Just test it :(
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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ABX wrote:
>Read interesting tutorial about radiosity in manual ?
>http://www.google.com/search?q=radiosity+tutorial+POV%2DRay
That tutorial is heroic - I've found it extremely useful.
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Gilles Tran <git### [at] wanadoofr> wrote:
> (adc_bailout in reflection works fine).
Wasn't it so that in reflection/refraction it didn't work? (Could be
both, though.)
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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