POV-Ray : Newsgroups : povray.text.scene-files : Selective Radiosity Server Time
1 Nov 2024 03:15:54 EDT (-0400)
  Selective Radiosity (Message 1 to 1 of 1)  
From: Nekar Xenos
Subject: Selective Radiosity
Date: 3 Dec 2001 02:02:24
Message: <3c0b2380@news.povray.org>
/*
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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