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Hi, i made a scene similar to one in p.b.i. I shoot the photons at it
and after 51 minutes of shooting my computer hangs up. last i saw it
built a map of over 5million photons.
here is the Scene file
// Persistence of Vision Raytracer V3.1
// World definition file.
//
// Contains 1 lights, 2 materials and 45 primitives.
//
// This file was generated for POV-Ray V3.1 by
// Moray V3.2 For Windows Copyright (c) 1993-2000 Lutz + Kretzschmar
//
// Date : 02/29/2000 (29.02.2000)
//
/*
The text between these two comments is in MorayPOV.INC and is
automatically included in all POV files that Moray exports.
*/
default {
texture {
pigment { rgb <1,0,0> }
}
}
/* // Scene Comment
This scene was created with Moray For Windows.
*/ // End Scene Comment
global_settings {
adc_bailout 0.003922
ambient_light <1.0,1.0,1.0>
assumed_gamma 1.9
hf_gray_16 off
irid_wavelength <0.247059,0.176471,0.137255>
max_intersections 64
max_trace_level 10
number_of_waves 10
radiosity {
brightness 3.3
count 100
distance_maximum 0.0
error_bound 0.4
gray_threshold 0.5
low_error_factor 0.8
minimum_reuse 0.015
nearest_count 6
recursion_limit 1
}
#declare phd=0.01;
photons{
gather 20, 100
radius 0.1*phd, 2, 2//, 0.1*phd
autostop 0
jitter .4
expand_thresholds 0.2, 40
}
}
background { color <0.000,0.000,0.000> }
camera { // Camera StdCam
location < -12.704, -19.561, 15.000>
sky < 0.00000, 0.00000, 1.00000> // Use right
handed-system
up < 0.0, 0.0, 1.0> // Where Z is up
right < 1.35836, 0.0, 0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
angle 40.00000 // Vertical 30.000
look_at < 0.000, 0.000, 0.000>
}
//
// ******* L I G H T S *******
//
light_source { // Light1
<0.0, 0.0, 0.0>
color rgb <1.000, 1.000, 1.000>
translate <0.0, -20.0, 20.0>
}
//
// ******** MATERIALS *******
//
#include "bottle.inc"
//
// ******** REFERENCED OBJECTS *******
//
//
// ******** OBJECTS *******
//
union { // Group002
disc { // Disc001
<0,0,0>, <0,0,1>, 1.0
scale 0.394299
translate -4.633111*z
}
sphere { // Sphere001
<0,0,0>,1
scale 0.02
translate <-0.241545, -0.262249, -4.63311>
}
sphere { // Sphere002
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <-0.279596, -0.221234, -4.63311>
}
sphere { // Sphere006
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <-0.356236, -0.01464, -4.63311>
}
sphere { // Sphere008
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <-0.343324, 0.09616, -4.63311>
}
sphere { // Sphere005
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <-0.34956, -0.070187, -4.63311>
}
sphere { // Sphere003
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <-0.310762, -0.174772, -4.63311>
}
sphere { // Sphere009
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <-0.324055, 0.148683, -4.63311>
}
sphere { // Sphere007
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <-0.35414, 0.041268, -4.63311>
}
sphere { // Sphere004
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <-0.334276, -0.124006, -4.63311>
}
sphere { // Sphere010
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <-0.296806, 0.197546, -4.63311>
}
sphere { // Sphere011
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <-0.262249, 0.241545, -4.63311>
}
sphere { // Sphere012
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <-0.221234, 0.279596, -4.63311>
}
sphere { // Sphere013
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <-0.174772, 0.310762, -4.63311>
}
sphere { // Sphere014
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <-0.124006, 0.334276, -4.63311>
}
sphere { // Sphere015
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <-0.070187, 0.34956, -4.63311>
}
sphere { // Sphere016
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <-0.01464, 0.356236, -4.63311>
}
sphere { // Sphere017
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <0.041268, 0.35414, -4.63311>
}
sphere { // Sphere018
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <0.09616, 0.343324, -4.63311>
}
sphere { // Sphere019
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <0.148683, 0.324055, -4.63311>
}
sphere { // Sphere020
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <0.197546, 0.296806, -4.63311>
}
sphere { // Sphere021
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <0.241545, 0.262249, -4.63311>
}
sphere { // Sphere022
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <0.279596, 0.221234, -4.63311>
}
sphere { // Sphere023
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <0.310762, 0.174772, -4.63311>
}
sphere { // Sphere024
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <0.334276, 0.124006, -4.63311>
}
sphere { // Sphere025
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <0.34956, 0.070187, -4.63311>
}
sphere { // Sphere026
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <0.356236, 0.01464, -4.63311>
}
sphere { // Sphere027
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <0.35414, -0.041268, -4.63311>
}
sphere { // Sphere028
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <0.343324, -0.09616, -4.63311>
}
sphere { // Sphere029
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <0.324055, -0.148683, -4.63311>
}
sphere { // Sphere030
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <0.296806, -0.197546, -4.63311>
}
sphere { // Sphere031
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <0.262249, -0.241545, -4.63311>
}
sphere { // Sphere032
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <0.221234, -0.279596, -4.63311>
}
sphere { // Sphere033
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <0.174772, -0.310762, -4.63311>
}
sphere { // Sphere034
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <0.124006, -0.334276, -4.63311>
}
sphere { // Sphere035
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <0.070187, -0.34956, -4.63311>
}
sphere { // Sphere037
<0,0,0>,1
scale 0.02
rotate -0.0*z
translate <-0.041268, -0.35414, -4.63311>
}
sphere { // Sphere038
<0,0,0>,1
scale 0.02
rotate -90.0*z
translate <-0.09616, -0.343324, -4.63311>
}
sphere { // Sphere039
<0,0,0>,1
scale 0.02
rotate 180.0*z
translate <-0.148683, -0.324055, -4.63311>
}
sphere { // Sphere040
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <-0.197546, -0.296806, -4.63311>
}
sphere { // Sphere036
<0,0,0>,1
scale 0.02
rotate 90.0*z
translate <0.01464, -0.356236, -4.63311>
}
material {
Bottle
}
scale 3.193036
translate 10.124204*z
}
plane { // Plane001
z,0
material {
check1
scale 0.25
}
scale 4.333271
translate -4.653365*z
photons {
separation 0.02*phd
refraction on
ignore_photons
}
}
//
// Include file contains 'RotSweep001'
//
#include "bottle.in1"
#declare RotSweep001 = object {
RotSweep001_Raw
scale <1.0, 1.0, 2.0>
}
union { // Group001
object { RotSweep001 }
torus { // Torus001
1.025, 0.025 rotate -x*90
scale 1.25
rotate -67.163139*z
translate 3.94*z
}
material {
Bottle
}
photons {
separation 0.02*phd
refraction on
ignore_photons
}
}
Please help!
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