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"Kenneth" <kdw### [at] gmailcom> wrote:
> I can't even begin to imagine how many test renders you had to make, to get to
> this final result. I would probably be at the task for years :-O
not too much test renders - I saved about 50 individual ones - so I made perhaps
3-400 test renders at all - together with with the individual renders for the
ca. 50 objects.
This is my usual number I guess - but this image took more than 7 months to let
me an ok - and I needed some months of them to get rid of a certain (povray)
flaw.
Here I show the basic scene (without ceiling). Combination of strong light and
strong normals cause an effect like double_illuminate - here is a minimal scene
too.
#version 3.7;
global_settings {
assumed_gamma 1
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 120
nearest_count 4
error_bound 0.5
low_error_factor 0.5
recursion_limit 2
gray_threshold 0
minimum_reuse 0.015
brightness 1
adc_bailout 0.005
normal on
}
}
#include "stdinc.inc"
camera {
right x*image_width/image_height
location <10,100,20>
look_at <-27,57,38>
angle 48
}
background {color srgb 1}
light_source {<-800,5000,7500>, color srgb 5.6} // a strong light is essential
union { // an arrow showing direction of
incoming light (from the right and slightly behind)
cylinder {3*y, 15*y, 0.75}
cone {0, 0, 3*y, 1.2}
texture {
pigment {color srgb x}
finish {ambient 0 diffuse 1 specular 0.3 roughness 0.1
reflection 0.15}
}
Point_At_Trans (<-800,5000,7500>)
translate (<-40.8,10,27>+<-56,89,84>)/2
}
//_____________________________________________ scene
#declare T1 =
texture {
pigment {color srgb 0.2}
finish {diffuse 0.6 ambient 0}
normal {granite 5 scale 0.01} // a strong normal is essential
too
}
union {
triangle {0, y, z+y}
triangle {0, z, z+y}
texture {T1}
scale <1,543,514>*0.1
translate <-40.8,0,27>
}
union {
triangle {0, y, z+y}
triangle {0, z, z+y}
texture {T1}
scale <1,543,514>*0.1
translate <-42.8,0,27>
}
#if (0) // if turned off, strange
behavior occurs (like double_illuminate)
box {
<-40.8,0,78>, <-56,89,84>
pigment {color srgb <0,0,1>}
}
#end
Norbert
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