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I made a few ojects out of glass material with photons...is this a good
idea? I chose the Crystal material from Moray, just because I dont know
what Im going in POVray with textures yet.
Its been rendering for the past half hour...and its a slice of the
original image focused on one part...Im not even using photons.
Would it be a good idea to reduce the transparency of the material in
order to speed up the rendering? I just wanted to experiment with
photons and they new 3.6 caustics, but its taking way to long to be of
any use. Would disabling radiosity be the only answer?
Any tips on improving with time?
Any help greatly appreciated.
Drey.
if anybodys curious, this is a part of waht im doing...
default {
texture {
pigment { rgb <1,0,0> }
}
}
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
radiosity {
brightness 3.3
count 100
distance_maximum 0.0
error_bound 0.4
gray_threshold 0.5
low_error_factor 0.8
minimum_reuse 0.015
nearest_count 6
recursion_limit 1
}
}
background { color <0.000,0.000,0.000> }
camera { // Camera Camera01
location < -4.257, -6.150, 5.035>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.33400, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 6.69718 // Vertical 5.023
look_at < 0.002, 0.017, 2.909>
}
light_source { // Arealight Arealight001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 20, 20
adaptive 1
jitter
scale <20.0, 20.0, 1.0>
translate 20.0*z
}
light_source { // Light001
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
translate <-1.823118, -11.75379, 10.816377>
}
#declare Crystal =
material // Crystal
{
texture
{
pigment
{
color rgbf <0.98, 0.98, 0.98, 0.9>
}
finish
{
ambient 0.1
diffuse 0.1
phong 1.0
phong_size 100.0
specular 0.8
roughness 0.0003
reflection 0.1
}
}
interior
{
ior 1.45
}
}
#declare checkers =
material // checkers
{
texture
{
pigment
{
checker
color rgb <1.0, 1.0, 1.0>
color rgb <0.0052, 0.0052, 0.0052>
}
}
}
box { // Cube001
<-1, -1, -1>, <1, 1, 1>
material {
checkers
}
scale <10.0, 10.0, 0.25>
translate -0.25*z
}
#include "pawn.in1"
#declare RotSweep001 = object {
RotSweep001_Raw
}
union { // CSG001
sphere { // Sphere001
<0,0,0>,1
scale 0.4
translate 3.2*z
}
object { RotSweep001 }
material {
Crystal
}
}
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Hi!
> I made a few ojects out of glass material with photons...is this a good
> idea?
Rendering something with POV-Ray is always a good idea :)
> Would it be a good idea to reduce the transparency of the material in
> order to speed up the rendering?
That won't help in most cases: What makes reflection and refration so
time-consuming is that POV-Ray has to shoot both a new ray for the
reflection and the refraction. That does not depend on how transparent
the object is (only if it *is* transparent). So both
pigment { rgb <1,1,1> transmit 0.9 }
and
pigment { rgb <1,1,1> transmit 0.1 }
will render with the same speed.
There's one setting, though, were this could make a difference:
adc_bailout, which basically says that if the change in color
contributed by the additional refracted ray is smaller than the given
threshold, no more "refractive rays" will be shot (for that pixel).
> Would disabling radiosity be the only answer?
I'm no pro with radiosity, but you got both radiosity and area lights in
your scene, and those are among the big render-time-killers (other
candidates are photons and isosurfaces). Perhaps you can either go with
less radiosity quality (see rad_def.inc for some examples) or replace
that area light by a normal point/spot-light.
> Any tips on improving with time?
With a scene as simple as yours, the things I mentioned above are
perhaps everything you can do. One must-read-tutorial about rendering
speed is Mike's Holes Tutorial:
http://www.econym.demon.co.uk/holetut/index.htm
HTH,
Florian
--
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/
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