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Alain <kua### [at] videotronca> wrote:
>
> Your light_source is a basic point_light, blender's light_source is a
> fading one. The fading light_source is a little slower as the distance
> must be calculated and the fading applied.
>
> For your media, you use samples 30, and you use a very small extinction
> value of 0.1.
> For the blender's media, it's samples 256, and use a HUGE, I may say
> insane, extinction value of 4.871 !
>
> If your mesh contains long and narrow triangles, those can't be bounded
> effeciently. Subdividing the mesh, or not decimating it, can make it
> render faster.
>
>
>
>
>
> Alain
Why I can't attach the picture?
I corrected parameters, having led them to data in an example.
Time of the render became identical, but quality became very bad
http://yadi.sk/d/WCB2fgGM63ogz
//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------
#version 3.7;
#include "functions.inc"
global_settings {
assumed_gamma 1.0}
background {rgbt<0.0509, 0.0509, 0.0509, 0>}
#declare T_Map_Cube = pigment {color rgb<0,0,0>}
#declare Texture_2_Cube = pigment {color rgb<0,0,0>}
#declare T_Map_Plane = pigment {color rgb<0,0,0>}
#declare Texture_2_Plane = pigment {color rgb<0,0,0>}
#declare T_Map_scat_mesh = pigment {color rgb<0,0,0>}
#declare Texture_2_scat_mesh = pigment {color rgb<0,0,0>}
#declare shader_Material = finish { //translation of spec and mir levels for
when no map influences them
brilliance 2
specular 0
roughness 0.0001
diffuse 0.8 0
ambient <0, 0, 0>
emission 0
conserve_energy
}
#declare Texture_1_Cube = texture {pigment {color rgbft<0.8,0.8,0.8,0,0>}
finish{shader_Material}}
#declare shader_Material_002 = finish { //translation of spec and mir levels
for when no map influences them
brilliance 2
specular 0.5
roughness 0.01
diffuse 0.8 0
ambient <0, 0, 0>
emission 0
conserve_energy
reflection {
0.51 metallic 0 }
}
#declare Texture_1_Plane = texture {pigment {color rgbft<0.8,0.6416,0.1664,0,0>}
finish{shader_Material_002}}
#declare shader_Material_001 = finish { //translation of spec and mir levels
for when no map influences them
diffuse 0.8
phong 70.0
}
#declare Texture_1_scat_mesh = texture {pigment {color rgbt 1}}
#declare T_Mix_1_Cube = Texture_1_Cube
#declare T_Mix_2_Cube = Texture_2_Cube
#declare T_Mix_1_Plane = Texture_1_Plane
#declare T_Mix_2_Plane = Texture_2_Plane
#declare T_Mix_1_scat_mesh = Texture_1_scat_mesh
#declare T_Mix_2_scat_mesh = Texture_2_scat_mesh
//--Mesh objects--
#declare Plane =
mesh2 {
vertex_vectors {
4,
<1.000000, -1.000000, 0.000000>,
<-1.000000, -1.000000, 0.000000>,
<1.000000, 1.000000, 0.000000>,
<-1.000000, 1.000000, 0.000000>
}
normal_vectors {
1,
<0.000000, 0.000000, 1.000000>
}
texture_list{1, texture { pigment_pattern { T_Map_Plane }
texture_map {
[0.0 T_Mix_1_Plane]
[1.0 T_Mix_2_Plane]
}}}
face_indices {
2,
<1,0,2>, 0,0,0,
<1,2,3>, 0,0,0
}
normal_indices {
2,
<0,0,0>,
<0,0,0>
}
interior {
ior 1.000000
caustics 0.1
}
photons{ }
radiosity {
importance 1
}
}
#declare Cube =
mesh2 {
vertex_vectors {
24,
<1.000000, 1.000000, -1.000000>,
<1.000000, -1.000000, -1.000000>,
<-1.000000, -1.000000, -1.000000>,
<-1.000000, 1.000000, -1.000000>,
<1.000000, 0.999999, 1.000000>,
<0.999999, -1.000001, 1.000000>,
<-1.000000, -1.000000, 1.000000>,
<-1.000000, 1.000000, 1.000000>,
<1.000000, 0.242933, -0.242933>,
<1.000000, -0.242933, -0.242933>,
<1.000000, 0.242933, 0.242933>,
<1.000000, -0.242933, 0.242933>,
<0.958881, 0.958881, -0.958881>,
<-0.958881, 0.958882, -0.958881>,
<-0.958881, -0.958881, -0.958881>,
<0.958881, -0.958881, -0.958881>,
<0.958882, 0.958881, 0.958881>,
<0.958881, -0.958882, 0.958881>,
<-0.958882, -0.958881, 0.958881>,
<-0.958881, 0.958881, 0.958881>,
<0.958881, 0.242933, -0.242933>,
<0.958881, 0.242933, 0.242933>,
<0.958881, -0.242933, -0.242933>,
<0.958881, -0.242933, 0.242933>
}
normal_vectors {
21,
<1.000000, -0.000000, 0.000000>,
<-0.000000, -1.000000, -0.000000>,
<0.000000, 0.000000, -1.000000>,
<1.000000, -0.000000, 0.000000>,
<1.000000, -0.000000, -0.000000>,
<-0.000000, -0.000000, 1.000000>,
<0.000000, -0.000000, 1.000000>,
<0.000000, 0.000000, -1.000000>,
<0.000000, 1.000000, 0.000000>,
<0.000000, 0.000000, -1.000000>,
<-1.000000, 0.000001, -0.000000>,
<1.000000, 0.000000, 0.000000>,
<-0.000000, -1.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>,
<-1.000000, 0.000000, 0.000000>,
<0.000000, 1.000000, 0.000000>,
<1.000000, -0.000001, 0.000000>,
<-0.000000, -1.000000, -0.000000>
}
texture_list{1, texture { pigment_pattern { T_Map_Cube }
texture_map {
[0.0 T_Mix_1_Cube]
[1.0 T_Mix_2_Cube]
}}}
face_indices {
44,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,7,6>, 0,0,0,
<4,6,5>, 0,0,0,
<0,4,10>, 0,0,0,
<0,10,8>, 0,0,0,
<1,5,6>, 0,0,0,
<1,6,2>, 0,0,0,
<2,6,7>, 0,0,0,
<2,7,3>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,7>, 0,0,0,
<1,0,8>, 0,0,0,
<1,8,9>, 0,0,0,
<5,1,9>, 0,0,0,
<5,9,11>, 0,0,0,
<4,5,11>, 0,0,0,
<4,11,10>, 0,0,0,
<12,13,14>, 0,0,0,
<12,14,15>, 0,0,0,
<16,17,18>, 0,0,0,
<16,18,19>, 0,0,0,
<12,20,21>, 0,0,0,
<12,21,16>, 0,0,0,
<15,14,18>, 0,0,0,
<15,18,17>, 0,0,0,
<14,13,19>, 0,0,0,
<14,19,18>, 0,0,0,
<16,19,13>, 0,0,0,
<16,13,12>, 0,0,0,
<15,22,20>, 0,0,0,
<15,20,12>, 0,0,0,
<17,23,22>, 0,0,0,
<17,22,15>, 0,0,0,
<16,21,23>, 0,0,0,
<16,23,17>, 0,0,0,
<8,10,21>, 0,0,0,
<8,21,20>, 0,0,0,
<11,9,22>, 0,0,0,
<11,22,23>, 0,0,0,
<10,11,23>, 0,0,0,
<10,23,21>, 0,0,0,
<9,8,20>, 0,0,0,
<9,20,22>, 0,0,0
}
normal_indices {
44,
<9,9,9>,
<9,9,9>,
<6,6,6>,
<6,6,6>,
<4,4,4>,
<4,4,4>,
<12,12,12>,
<12,12,12>,
<15,15,15>,
<15,15,15>,
<16,16,16>,
<16,16,16>,
<11,11,11>,
<11,11,11>,
<0,0,0>,
<0,0,0>,
<19,19,19>,
<19,19,19>,
<6,6,6>,
<6,6,6>,
<7,7,7>,
<7,7,7>,
<17,17,17>,
<17,17,17>,
<18,18,18>,
<18,18,18>,
<3,3,3>,
<3,3,3>,
<20,20,20>,
<20,20,20>,
<14,14,14>,
<14,14,14>,
<13,13,13>,
<13,13,13>,
<10,10,10>,
<10,10,10>,
<1,1,1>,
<1,1,1>,
<8,8,8>,
<8,8,8>,
<2,2,2>,
<2,2,2>,
<5,5,5>,
<5,5,5>
}
interior {
ior 1.000000
caustics 0.1
}
photons{ }
radiosity {
importance 1
}
}
#declare scat_mesh =
mesh2 {
vertex_vectors {
8,
<0.958881, 0.958881, -0.958881>,
<-0.958881, 0.958882, -0.958881>,
<-0.958881, -0.958881, -0.958881>,
<0.958881, -0.958881, -0.958881>,
<0.958882, 0.958881, 0.958881>,
<0.958881, -0.958882, 0.958881>,
<-0.958882, -0.958881, 0.958881>,
<-0.958881, 0.958881, 0.958881>
}
normal_vectors {
6,
<0.000000, 0.000000, -1.000000>,
<-0.000000, -1.000000, -0.000000>,
<-1.000000, 0.000000, -0.000000>,
<0.000000, 1.000000, 0.000000>,
<0.000000, -0.000000, 1.000000>,
<1.000000, -0.000000, 0.000000>
}
texture_list{1, texture { pigment_pattern { T_Map_scat_mesh }
texture_map {
[0.0 T_Mix_1_scat_mesh]
[1.0 T_Mix_2_scat_mesh]
}}}
face_indices {
12,
<0,1,2>, 0,0,0,
<0,2,3>, 0,0,0,
<4,5,6>, 0,0,0,
<4,6,7>, 0,0,0,
<3,2,6>, 0,0,0,
<3,6,5>, 0,0,0,
<2,1,7>, 0,0,0,
<2,7,6>, 0,0,0,
<1,0,4>, 0,0,0,
<1,4,7>, 0,0,0,
<4,0,3>, 0,0,0,
<4,3,5>, 0,0,0
}
normal_indices {
12,
<4,4,4>,
<4,4,4>,
<0,0,0>,
<0,0,0>,
<3,3,3>,
<3,3,3>,
<5,5,5>,
<5,5,5>,
<1,1,1>,
<1,1,1>,
<2,2,2>,
<2,2,2>
}
hollow
interior {
media {
scattering { 1,
<0.07, 0.07, 0.07>
extinction 0.01 }
samples 30
}
}
radiosity {
importance 1
}
}
//----Blender Object Name:Cube----
object {
Cube
matrix <3.606718, 0.000000, 0.000000, 0.000000, -0.000000, -4.657150,
0.000000, 3.606718, -0.000000, 0.000000, 7.194383, -0.000000>
}
//----Blender Object Name:scat_mesh----
object {
scat_mesh
matrix <3.812278, 0.000000, 0.000000, 0.000000, -0.000000, -2.925094,
0.000000, 3.165012, -0.000000, 0.000000, 5.448325, -0.000000>
}
//----Blender Object Name:Plane----
object {
Plane
matrix <3.974819, 0.000000, 0.000000, 0.000000, -0.000000, -3.974819,
0.000000, 3.974819, -0.000000, 0.000000, 3.818269, -0.000000>
}
light_source {
<0,9.53,-4.17e-07>
color rgb<0.2, 0.2, 0.2>
media_interaction off
}
light_source {
<12,16.5,-0.0603>
color rgb<2.72, 2.72, 2.72>
}
camera {
perspective
location <0, 0, 0>
look_at <0, 0, -1>
right <-1.7777777777777777, 0, 0>
up <0, 1, 0>
angle 94.062196
rotate <-1.812309, 0.262519, -0.000000>
translate <0.019003, 5.343665, 4.147384>
}
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