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Hi.
I have a fairly complex texture that renders fast without radiosity,
but with Rad_Settings(Radiosity_Normal, true, false) it takes over
an hour to texture a sphere!
I was wondering if there was any way I might, for instance, combine
Fn_FruitDCa and Fn_FruitDC for a performance improvement, or if layered
textures are the way to go (I usually try to avoid them).
FWIW it's a "sort of" melon skin. I can post a render to p.b.i if it's
any help.
#local FruitD_TexScale = 0.075;
///////// colours
#local CM_FruitD = colour_map {
[0.0 rgb<0.451, 0.031, 0.000>]
[0.1 rgb<0.545, 0.125, 0.000>]
[0.2 rgb<0.643, 0.333, 0.000>]
[0.3 rgb<0.675, 0.427, 0.000>]
[0.4 rgb<0.741, 0.506, 0.000>]
[0.5 rgb<0.773, 0.584, 0.094>]
[0.6 rgb<0.773, 0.698, 0.192>]
[0.7 rgb<0.804, 0.698, 0.224>]
[0.8 rgb<0.804, 0.776, 0.290>]
[0.9 rgb<0.804, 0.839, 0.675>]
[1.0 rgb<1.000, 1.000, 0.871>]
}
///////// functions
#local Fn_FruitDCa = function {
pattern {
crackle
sine_wave
frequency 2
turbulence 0.1
}
}
#local Fn_FruitDC = function {
pattern {
function { Fn_FruitDCa(x,y,z) }
poly_wave 4
}
}
///////// pigments
#local P_FruitD1 = pigment {
gradient y
scale 2 / FruitD_TexScale
colour_map { CM_FruitD }
}
#local P_FruitD2 = pigment {
gradient y
scale 6 / FruitD_TexScale
colour_map { CM_FruitD }
}
///////// normals
#local N_FruitDL = normal {
granite
scale 0.5
}
#local N_FruitDC = normal {
function { Fn_FruitDC(x,y,z) }
}
///////// finishes
#ifndef (RAD)
#declare RAD = false;
#end
#local Fin_FruitD = finish {
diffuse 0.7
#if (RAD)
ambient 0
#else
ambient 0.2
#end
specular 0.2
roughness 0.3
}
///////// textures
#local T_FruitD1 = texture {
pigment { P_FruitD1 }
normal { N_FruitDL }
finish { Fin_FruitD }
}
#local T_FruitD2 = texture {
pigment { P_FruitD2 }
normal { N_FruitDC }
finish { Fin_FruitD }
}
///////// the final texture
#declare T_FruitD = texture {
function { Fn_FruitDC(x,y,z) }
scale FruitD_TexScale
texture_map {
[0 T_FruitD1]
[1 T_FruitD2]
}
translate -y
}
// sphere { 0, 1 texture { T_FruitD } }
--
Bill Hails
http://thyme.homelinux.net/
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