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Hi all,
I've been trying to use the same technique with beach probe, and so far the
results are not good.
Here is the relevant part of the pov file
#declare QUAL = 3; // Quality level, 0=BBox, 1=no refr, 2=normal,
3=studlogo
#declare SW = 0.5; // Width of seam between two bricks
#declare STUDS = 1; // 1=on 0=off
#declare BUMPS = 1; // 1=on 0=off
#declare BUMPNORMAL = normal { bumps 0.01 scale 20 }
#declare AMB = 0.0;
#declare DIF = .9;
#version unofficial mlpov 0.8;
global_settings {
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 100 // higher -> higher quality (1..1600)
[35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace
step
gray_threshold 0.0 // increase for weakening colors (0..1)
[0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1)
[1]
adc_bailout 0.01/2
normal on // take surface normals into account [off]
}
}
sphere {
0,1350
pigment { image_map { hdr "beach_probe.hdr" once interpolate 2 map_type 7
} }
finish { ambient .8 diffuse 0.8 }
hollow
}
// create a box that extends between the 2 specified points
box {
<-500, -500, -500> // one corner position <X1 Y1 Z1>
< 500, 500, 500> // other corner position <X2 Y2 Z2>
translate 515*y
texture {
pigment { color rgb <0.9,0.9,0.9> }
finish { ambient 0.2 diffuse 0.9 }
}
}
...... (part of the lego car is here, without the lights and the camera and
global settings of its file)
Any idea of what's wrong?
Best regards and Merry Xmas / Fernando
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