POV-Ray : Newsgroups : povray.text.scene-files : HowTo tweak this scene ??? (for faster rendering) Server Time
1 Nov 2024 09:20:26 EDT (-0400)
  HowTo tweak this scene ??? (for faster rendering) (Message 1 to 3 of 3)  
From: Jan Walzer
Subject: HowTo tweak this scene ??? (for faster rendering)
Date: 4 Feb 2001 10:48:01
Message: <3a7d79b1@news.povray.org>
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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From: Warp
Subject: Re: HowTo tweak this scene ??? (for faster rendering)
Date: 6 Feb 2001 07:52:03
Message: <3a7ff373@news.povray.org>
Jan Walzer <jan### [at] lzernet> wrote:
:         max_trace_level 256
:         photons{
:                 max_trace_level 256

  That's a pretty large max_trace_level. Try lowering it (perhaps to something
like 30) and/or using adc_bailout.

-- 
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: Jan Walzer
Subject: Re: HowTo tweak this scene ??? (for faster rendering)
Date: 6 Feb 2001 12:08:12
Message: <3a802f7c@news.povray.org>
"Warp" <war### [at] tagpovrayorg> schrieb im Newsbeitrag
news:3a7ff373@news.povray.org...
> Jan Walzer <jan### [at] lzernet> wrote:
> :         max_trace_level 256
> :         photons{
> :                 max_trace_level 256
>
>   That's a pretty large max_trace_level. Try lowering it (perhaps to
something
> like 30) and/or using adc_bailout.
nope ... no way ...

even 64 gave me a lot visible black dots in some of the bubbles ...

Of course, only in some of the preview passes(I stopped then),but I don't
think
the multi-sampling by focal-blur would have helped ...


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