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Look at the yellow one. It's the same.
"Slime" <fak### [at] email address> wrote:
> You could try turning on
> jittering (+J I think) which might help. You could also try AA method 2
> (+AM2) or, again, higher sampling count on the AA'ed pixels (+R4 or even
> +R5).
>
> - Slime
> [ http://www.slimeland.com/ ]
The whole scene: (Basically all things from the insert menu)
#include "colors.inc"
#include "metals.inc"
#include "transforms.inc"
#declare licht1 = 100/100; // arealight 1 in Prozent geteilt durch 100:
x/100
#declare licht2 = 100/100; // arealight 2
#declare licht3 = 100/100; // Spotlight 1
#declare licht4 = 100/100; // Spotlight 2
#declare text_font001 = "cyrvetic.ttf"
#if (licht1>0)
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 0.3*licht1 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
#end
#if (licht2>0)
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 0.8 *licht2 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <-40, 80, 40> // <x y z> position of light
}
#end
#if (licht3>0)
// create a point "spotlight" (conical directed) light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1>*licht3 // light's color
spotlight // this kind of light source
translate <40, 81, -40> // <x y z> position of light
point_at <0, 0, 0> // direction of spotlight
radius 5 // hotspot (inner, in degrees)
tightness 50 // tightness of falloff (1...100) lower is softer,
higher is tighter
falloff 8 // intensity falloff radius (outer, in degrees)
}
#end
#if (licht4>0)
// create a point "spotlight" (conical directed) light source
light_source {
0*x // light's position (translated below)
color rgb <1,1,1>*licht4 // light's color
spotlight // this kind of light source
translate <40, 81, -40> *< -1,1,1> // <x y z> position of light
point_at <0, 0, 0> // direction of spotlight
radius 1 // hotspot (inner, in degrees)
tightness 50 // tightness of falloff (1...100) lower is softer,
higher is tighter
falloff 1.2 // intensity falloff radius (outer, in degrees)
}
#end
camera {
// location <0.0, 6.0, -0.0> *<1.4,3,3>
location <1.0, 2.0, -5.0> *<1.4,3,1> +y*1 scale 0.022
look_at <0.0, 0.0, 0.04>
translate <0.04,0.003,0>
right x*image_width/image_height
angle 55
}
// An infinite planar surface
// plane {<A, B, C>, D } where: A*x + B*y + C*z = D
plane {
y, // <X Y Z> unit surface normal, vector points "away from surface"
0 // distance from the origin in the direction of the surface normal
hollow on // has an inside pigment?
pigment { color rgb <1.0,1.0,1.0> }
// pigment { color rgb <0.7,0.5,0.3> }
// texture { T_Wood12 finish{phong 0.4} rotate y*90 scale 0.2}
}
// Zu zeigendes Object/Macro
//
//
#macro pen (pr,pml,peakl,number_of_sides,maintex,peaktex,minetex)
// pr = penradius; pml = pen main part length; peakl = whole peak's length;
// number_of_sides = number_of_sides;
// maintex / peaktex / minetex = texture of main part / peak / mine
#local mineradius = pr/3.8;
#local plane_x = cos( 2*pi/number_of_sides / 2 ) * pr;
#local i=0;
intersection{
union{ cylinder {0 <0,pml,0> pr }
cone{ <0,peakl/10,0> pr*11/10 <0,-peakl,0> 0
texture { gradient y
texture_map {
[ 0.0 minetex ]
[ 0.3 minetex ]
[ 0.35 peaktex scale peakl/2]
[ 1.0 peaktex scale peakl/2]
}
scale peakl
}
}
}
#while (i<number_of_sides)
plane { x, plane_x
rotate y*i*360/number_of_sides
}
#local i=i+1;
#end
texture {
function{sqrt(x*x+z*z)}
texture_map {
[ 0.0 maintex ]
[ 0.935 maintex ]
[ 0.945 minetex ]
[ 1.0 minetex ]
}
scale pr
}
rotate z*-90
}
#end
//
object { pen(0.0025,0.14,0.009,6,T_Brass_2B,T_Wood10,pigment{Red})
// texture { T_Wood12 }
// T_Chrome_1A
Rotate_Around_Trans (-y*30, <0.05, 0, 0>)
translate y*0.01
}
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