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clipka <ano### [at] anonymous org> wrote:
> I'd be interested in details, because that shouldn't happen, so maybe
> there's still some problem in certain situations.
Here's a complete but simple scene demonstrating the situation. Version 3.7 will
eventually render the scene, but when the object is used in a more complex scene
the radiosity step goes on seemingly forever. There is one more object I've come
across that causes the same phenomenon, which I can post as well if you wish.
Regards,
Dave Blandston
------------------
//Version 3.7 Beta 37a takes 24 minutes 55 seconds to render at 512 x 384 +am2
+r3.
//Version 3.62 takes 6 minutes 31 seconds to render with the same settings.
//Measured on a computer with four processors.
global_settings {
radiosity {
count 300
error_bound .02
pretrace_start .08
pretrace_end .004
recursion_limit 2
normal on
} //radiosity
} //global_settings
#include "colors.inc"
camera {
location <0, 0, -3>
direction <0, 0, 4/3>
look_at <0, 0, 0>
} //camera
#local Dome = object {
difference {
sphere {0, 20001}
sphere {0, 20000}
} //difference
texture {
pigment {
gradient z
color_map {
[0, 1 color White * 1.8 color White * .6]
} //color_map
} //pigment
finish {ambient 1 diffuse 0}
scale <1, 1, 20000>
} //texture
no_reflection
} //object
object {Dome}
plane {z, 4 inverse texture {pigment {color rgb <213, 250, 81> / 255 * .6}}}
#local RingDiameter = 1 + 5/32;
#local RingWireRadius = 3/64;
#local Ring = object {
#local NDegrees = 360 + 180;
#local DeltaTheta = 15;
#local NPoints = NDegrees / DeltaTheta + 3;
#local DeltaZ = RingWireRadius / (360 / DeltaTheta) * 2;
sphere_sweep {
b_spline
NPoints
#local Theta = -DeltaTheta;
#local CurZ = -DeltaZ;
#local I = 0;
#while (I < NPoints)
<RingDiameter / 2 * cos (radians (Theta)), RingDiameter / 2 * sin
(radians (Theta)), CurZ>, RingWireRadius
#local Theta = Theta + DeltaTheta;
#local CurZ = CurZ + DeltaZ;
#local I = I + 1;
#end //#while
} //sphere_sweep
texture {pigment {color Yellow}}
} //object
object {Ring}
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