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Thread in p.a-u ...
OK ... where are the most GHz ??? who can trace this scene with more than
1PPS ???
I'm rendering in 1024x768, no AA, no Radiosity ...
BTW: I tried +QR, but I had wrong parameters, and MP06a crashed in the first
pass
     with param "+SP64" ... but maybe that's my puter
--------------------------------------
// POV -- Glassy thing
//        a glass-sphere with some bubbles in it ...
//
//        by Jan Walzer (03.02.2001)
#version unofficial MegaPov 0.6;
global_settings {
        assumed_gamma 2
        max_trace_level 256
        max_intersections 256
        radiosity {
                brightness 0.9
                count 64
                recursion_limit 2
                }
        photons{
                count 256000
                autostop 0
                jitter .1
                max_trace_level 256
                }
        }
camera {
        location <10,6,10>
        look_at y*2
        aperture 0.5
        focal_point <0,3,0>
        blur_samples 128
        confidence 0.95
        variance 0.01
        }
light_source {
        <10,10,0>*1000
        color rgb <1.00,0.95,0.90>*0.8
        area_light <250,0,0>,<0,0,250>,2,2 jitter
        //orient <0,3,0>   // there was something about this in the
MP06Docs,
                           // but I didn't get it ..
        photons {
                global
                refraction on
                reflection on
                area_light
                }
        }
light_source {
        <7,12,-5>*1000
        color rgb <0.7,0.75,0.60>*0.2
        area_light <250,0,0>,<0,0,250>,2,2 jitter
        //orient <0,3,0>   // same again ...
        photons {
                global
                refraction on
                reflection on
                area_light
                }
        }
plane {
        y,0
        pigment {
                bozo
                color_map {
                        [0.35 color rgb 1.00]
                        [0.65 color rgb 0.85]
                        }
                }
        finish {
                ambient 0
                diffuse 1
                }
        }
sphere {
        0,27000
        pigment {
                color rgb <0.5,0.6,0.8>
                }
        finish {
                ambient 1
                diffuse 0
                }
        hollow
        }
#declare RADIUS=3;
#declare BUBBLES=512;
#declare sd=seed(42);
#declare GlasObj=
        difference {
                sphere {
                        0, RADIUS*1.2
                        }
                #declare i=BUBBLES;
                #while (i>0)
                        #declare
p=(<rand(sd),rand(sd),rand(sd)>*2-1)*RADIUS;
                        #if (vlength(p)<=RADIUS)
                        #declare i=i-1;
                        sphere {
                                p,
                                RADIUS/40
                                }
                        #end
                #end
        material {
                texture {
                        pigment {
                                color rgbft <0.02,0.025,0.03,0.2,0.99>
                                }
                        finish {
                                ambient 0.05
                                diffuse 0.6
                                brilliance 10
                                phong 1
                                phong_size 50
                                //conserve_energy  // didn't change anything
visible ...
                                reflection_type 1
                                reflection_min 0.02
                                reflection_max 1
                                reflection_falloff 2
                                }
                        }
                interior {
                        ior 1.025
                        dispersion 1.006
                        disp_nelems 17
                        fade_distance 25
                        fade_power 2
                        fade_color <0.5,1.0,0.7>
                        }
                }
        photons {
                target
                refraction on
                reflection on
                }
       }
object {
        GlasObj
        translate y+RADIUS
        }
//--------------- EOF
So far ...
--
Jan Walzer
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