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/*
I've been thinking of a way to do radiosity only specified objects. What I've
come up with is basically adding photons to Ron Parker's blurred reflection so
that you get blurred caustics. Unfortunately, as you can guess that GTE's to be
_very_ slow. So slow I can't even get a render finished overnight with a simple
test scene. I'm not sure how to optimise photons for speed, so maybe someone can
help me there?
Comments?
--
- Nekar
http://nekar_xenos.tripod.com/metanoia/
*/
#version 3.5;
#declare Photons=on;
global_settings {
assumed_gamma 1.0
max_trace_level 5
#if (Photons) // global photon block
photons {
spacing 0.02 }
#end
}
// ----------------------------------------
camera {
right x*image_width/image_height
location <1,0,-3>
look_at <0,0,0>
}
light_source {
<10,10,-5> // light's position
color rgb 1.3 // light's color
photons { // photon block for a light source
reflection on
}
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
// ----------------------------------------
plane { y, -1
pigment{color rgb <.5,.4,.1>
}
normal{bumps .1 scale <.001,.1,.001>}
finish{reflection <.5,.4,.1>/10}
}
sphere {
<.5,-.5,1>, .5 pigment {color rgb 1}
finish{reflection.1}
normal{bumps .1 scale .001}
photons
target 1.0
reflection on
}
}
box {<-2,-1,0>,<0,1,2>
texture{
average texture_map {
#declare S=seed(12465);
#declare numiters = 255;
#declare ix=0;
#while (ix<pow(numiters,1/3)-1)
#declare iy=0;
#while (iy<pow(numiters,1/3)-1)
#declare iz=0;
#while (iz<pow(numiters,1/3)-1)
[1
pigment {color rgb <1,.1,.2>}
finish { reflection <1,.1,.2>/10}
normal {bumps .1 scale <.001,.001,.001>
translate <.002*ix,.002*iy,.002*iz>}
]
#declare iz=iz+1;
#end
#declare iy=iy+1;
#end
#declare ix=ix+1;
#end
}
}
photons { // photon block for an object
target 1.0
reflection on
}
}
---
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