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From p.b.i, here's the source for the sphere. Use it. Mutilate it. Take
credit for it. Just post a picture to the newsgroup if you do! The
instructions for the diffuse reflection are included. Some assembly required,
but you do NOT need to know anything about C++ to make the changes and compile
it.
- Ricky
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Attachments:
Download 'sphere.pov.txt' (12 KB)
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Hello Ricky! Thank you for your file! I shall have to study it seriously to
get to understand it :-)
Concerning radiosity, I have a suggestion:
"triple_r" <nomail@nomail> schreef in bericht
news:web.4813cd90a966cb25dcb320720@news.povray.org...
> //I'm SURE you can optimize this quite a bit. I'm no
> //good at optimizing radiosity. Here's proof:
> radiosity{ //(untested):
> normal on
> count 400
> error_bound 0.03
> recursion_limit 4
> pretrace_start 0.08
> pretrace_end 0.01
> }
You rarely need that very low error_bound, and it slows things down
dramatically. Also, count is probably way to low then too. You do not have
any interesting normals here, so you can switch that off (speed gain!).
Finally, the recursion_limit can be brought back to 1 I guess.
I had a very satisfying and fast render with:
normal off
count 500
error_bound 1.0
recursion_limit 1
pretrace_start 0.08
pretrace_end 0.01
I do not pretend to undertand all about radiosity, but over the years and
thanks to the help of the many knowledgeable people on these ng's, I have
slowly found out what I should and what I should not do. I hope I can be a
bit of help in turn...
Thomas
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"triple_r" <nomail@nomail> wrote:
> From p.b.i, here's the source for the sphere. Use it. Mutilate it. Take
> credit for it. Just post a picture to the newsgroup if you do! The
> instructions for the diffuse reflection are included. Some assembly required,
> but you do NOT need to know anything about C++ to make the changes and compile
> it.
>
> - Ricky
Thanks Ricky, this is a thing of beauty... and now I have something fun to do
this weekend :)
-Rob
"There is no spoon."
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