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Nathan Kopp <Nat### [at] kopp com> wrote:
: incorporated fractal patch - completely untested
fractal_interior_type and fractal_exterior_type do not work (they are
recognized as keywords but they are not parsed). The reason is that
you haven't added the following code at line 1067 of parstxtr.c:
CASE (FRACTAL_EXTERIOR_TYPE_TOKEN)
New->Vals.Fractal.exterior_type = (int)Parse_Float();
Parse_Comma();
New->Vals.Fractal.efactor = Parse_Float();
END_CASE
CASE (FRACTAL_INTERIOR_TYPE_TOKEN)
New->Vals.Fractal.interior_type = (int)Parse_Float();
Parse_Comma();
New->Vals.Fractal.ifactor = Parse_Float();
END_CASE
Adding those lines fixes the problem and all my test images (those I have
posted to p.b.i) work fine.
Thanks for removing the //-comments from the source file. However, there
still are few of them in lighting.c, povray.c and tokenize.c.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Nathan Kopp <Nat### [at] kopp com> wrote:
: radiosity uses perturbed surface normal (bumps, wrinkles, etc)
Why is it so slow with them? My test scene (included below) takes
1 minute and 10 seconds to render without the normal map. Adding the normal
map takes more than 10 minutes to render.
If this can't helped, then I think that it should be an option in the
radiosity-block (turned off by default).
And another thing: It doesn't seem to work very well. Just try it:
//--------------------------------------------------------------------------
global_settings
{
#if(version=3.1)
ambient_light 4
radiosity
{ count 300
nearest_count 5
error_bound .2
recursion_limit 2
low_error_factor .5
gray_threshold 0
minimum_reuse .015
brightness 8
distance_maximum .1
}
#else
ambient_light 0
ini_option "Preview_Start_Size=8"
ini_option "Preview_End_Size=4"
radiosity
{ count 120
nearest_count 5
error_bound 1
recursion_limit 4
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 2.8
max_sample 2
adc_bailout 0.01/2
}
#end
}
camera { location <-1.99,0,-1.99> look_at z*2 angle 40 }
light_source
{ <-1.99,.99,-1.99>, 1
spotlight point_at <0,-1,2> radius 15 falloff 15
}
difference
{ box { <-2,-1,-2><2,1,2> inverse }
box
{ <-.1,-.9999,-.1><.1,.9999,.1>
rotate y*45 scale <1,1,.5> translate <-.5,0,2>
}
pigment { rgb 1 }
normal
{ gradient x 1 slope_map { [0 <0,1>][.1 <1,1>][.1 <1,0>][1 <1,0>] }
scale 1.8
}
}
box { <-1.999,-1,-2><-2,1,2> pigment { rgb x } }
box { <1.999,-1,-2><2,1,2> pigment { rgb z } }
superellipsoid
{ <1,.3> rotate x*90 scale <.25,.1,.25> translate <1, .9, 1.5>
pigment { rgb 1 }
}
superellipsoid
{ <1,.3> scale <.25,.25,.2> translate <1, 0, 1.8>
pigment { rgb 1 }
}
superellipsoid
{ <1,.3> scale <.25,.25,.2> translate <-1.2, 0, 1.8>
pigment { rgb 1 }
}
//--------------------------------------------------------------------------
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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