POV-Ray : Newsgroups : povray.general : using rhe quality setting from a .pov file Server Time
21 Dec 2024 20:58:17 EST (-0500)
  using rhe quality setting from a .pov file (Message 1 to 4 of 4)  
From: tTh
Subject: using rhe quality setting from a .pov file
Date: 6 May 2019 16:10:52
Message: <5cd094cc@news.povray.org>
Hello

I'm working on a scene with a lot of light, and rendering
take a lot of time, even in low quality to place the elements,
and I thought of a function, equivalent to 'clock' which
returns the value of the -Q parameter of the command line,
so I can do :

#if (quality > 5)
    light_source { ... }
#end

I diged through the documentation and found nothing.
Is it possible to plan this for a future version?
Is it easy to go into the source code to try to add
the function? And where to start?

tTh.


-- 
http://la.buvette.org/POV/Cloitre


Post a reply to this message

From: Bald Eagle
Subject: Re: using rhe quality setting from a .pov file
Date: 6 May 2019 16:35:01
Message: <web.5cd099fff44f24c24eec112d0@news.povray.org>
Hi tTh,

There are certainly a lot of people who would like to see direct user access to
internal variables in future versions - but who knows how far off that will be.


Perhaps what you can do as a workaround is define an array for your pigments,
textures, etc, and then declare a quality variable at the beginning of the
scene.


So:


#declare Q = 5;

#declare Texture1 = array [9] {
texture {pigment {Red}},
....,
....,
....,
....,
....,
....,
....,
texture {pigment {Red} normal {bumps} finish {specular 0.4}}
}

and then in your scene you can do:
object {Object1 texture {Texture1[Q]}}

But it seems odd that the Quality setting for the render doesn't automatically
do the equivalent of this.   Perhaps there's some other issue?

You say the scene has "a lot of light".
If you have a large number of light sources, that will definitely slow the scene
down due to the number of rays that need to be calculated.   Maybe see if you
can use area lights or something similar?

Perhaps others will have better suggestions.

As always - if you can provide working code to demonstrate the problem, it will
be easier to understand what the real problem is and offer a viable solution if
it exists.


Post a reply to this message

From: Thorsten
Subject: Re: using rhe quality setting from a .pov file
Date: 7 May 2019 15:12:00
Message: <5cd1d880$1@news.povray.org>
http://www.povray.org/documentation/3.7.0/r3_2.html#r3_2_5_1 does what 
you want.

On 06.05.2019 22:10, tTh wrote:
> Hello
> 
> I'm working on a scene with a lot of light, and rendering
> take a lot of time, even in low quality to place the elements,
> and I thought of a function, equivalent to 'clock' which
> returns the value of the -Q parameter of the command line,
> so I can do :
> 
> #if (quality > 5)
>     light_source { ... }
> #end
> 
> I diged through the documentation and found nothing.
> Is it possible to plan this for a future version?
> Is it easy to go into the source code to try to add
> the function? And where to start?
> 
> tTh.
> 
>


Post a reply to this message

From: Leroy
Subject: Re: using rhe quality setting from a .pov file
Date: 13 May 2019 12:55:01
Message: <web.5cd9a11df44f24c24fe984260@news.povray.org>
tTh <tth### [at] noneinvalid> wrote:
> Hello
>
> I'm working on a scene with a lot of light, and rendering
> take a lot of time, even in low quality to place the elements,
> and I thought of a function, equivalent to 'clock' which
> returns the value of the -Q parameter of the command line,
> so I can do :
>
> #if (quality > 5)
>     light_source { ... }
> #end
>
> I diged through the documentation and found nothing.
> Is it possible to plan this for a future version?
> Is it easy to go into the source code to try to add
> the function? And where to start?
>
> tTh.
>
>
> --
> http://la.buvette.org/POV/Cloitre

What version are you using?
3.7 will let you declare a constant in an INI file
Declare=IDENTIFIER=FLOAT
Just set use this.
Have fun!


Post a reply to this message

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