POV-Ray : Newsgroups : povray.binaries.images : unbiased RSOCP : Re: unbiased RSOCP Server Time
1 Aug 2024 22:18:24 EDT (-0400)
  Re: unbiased RSOCP  
From: nemesis
Date: 22 Feb 2008 01:35:00
Message: <web.47be6ca2ce2a4be09e6597a40@news.povray.org>
and here it is, no light_sources and a few extra tweakings, like recursion_limit
2 to more closely resemble the path tracing.  BTW, I was in a hurry and got the
title wrong, but fidos was kind enough not to let it die in vain...

#local HQ = 1;
#local GI = 1;
#local GIgather = 0;
#local CAUSTICS = 0;
#local CAUSTICSgather = 1;

#default { finish { ambient 0 diffuse .56 } }

global_settings {
    max_trace_level 12
    adc_bailout .01
    #if (GI)
    radiosity {
        brightness 2.5
        gray_threshold .7
        #if (GIgather)
        save_file "rsocp.rad"
        #else
        load_file "rsocp.rad"
        #end
        always_sample off

        count 80*6
        error_bound .4
        low_error_factor .8
        pretrace_end .006
        nearest_count 12
  recursion_limit 2
    }
    #end

    #if (CAUSTICS)
    photons { count 40000
        #if (CAUSTICSgather)
        save_file "rsocp.phm"
        #else
        load_file "rsocp.phm"
        #end
    }
    #end
}

union {
 // sky
    sphere { 0, 1
        pigment { rgb 1 }
        finish { ambient 1.6 diffuse .8 }
        scale 1000
    }

    sphere { 0, 1
        pigment { rgbt <1,1,1,0>/2 }
        finish { ambient 0 diffuse .3 brilliance 1.1
            specular 1 roughness .003
            conserve_energy
            #if (!GIgather) reflection { .06,.5 fresnel exponent 1 falloff 2 }
#end
        }
  interior { ior 2 } // forgot the ior for fresnel reflection!!
  hollow
    }
    plane { y, -1
        pigment { checker rgb 1 rgb 0 }
    }

    difference {
        box { -8,8 }
        plane { -z, -7 pigment { rgbt 1 } }
        pigment { rgb .6 }
        translate z*1
    }

 #if (0)
    light_source { z*20 .7 fade_power 2 fade_distance 18 rotate -x*30 rotate
y*20
        #if (HQ) area_light x*2,y*2,5,5 orient circular adaptive 0 jitter #end
    }
 #end

    rotate y*40
    rotate -x*10
    translate z*5.3
}

#if (!GI)
light_source { -8*z .6 shadowless }
#end

camera { angle 60
    //#if (HQ) aperture .01 blur_samples 32*64 confidence .999 variance 0 #end
    //#if (!GIgather & HQ) aperture .01 blur_samples 32*16 confidence .98
variance 0 #end
    #if (!GIgather & HQ) aperture .008 blur_samples 32*10 confidence .96
variance 0 #end
}


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