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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
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// 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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