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Statistiques/Statistics (MMX-Pentium, 180 MHz, Linux 2.2.19)

YMMV!


warp.pov Statistics, Resolution 200 x 150
----------------------------------------------------------------------------
Pixels:           30200   Samples:           61552   Smpls/Pxl: 2.04
Rays:             61552   Saved:                 0   Max Level: 1/5
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Box                             309000           55696     18.02
CSG Union                        51500           51500    100.00
Mesh                            127866           40342     31.55
Bounding Box                   5629635         1672877     29.72
Light Buffer                     80684           80684    100.00
Vista Buffer                     61799           58875     95.27
----------------------------------------------------------------------------
Calls to Noise:                  0   Calls to DNoise:         291466
----------------------------------------------------------------------------
Shadow Ray Tests:            80684   Succeeded:                    0
----------------------------------------------------------------------------
Smallest Alloc:                 11 bytes @ ../mem.c:778
Largest  Alloc:            7864328 bytes @ ../tesselat.c:82
Total Alloc calls:          309049         Free calls:        309034
Peak memory used:          9776193 bytes
----------------------------------------------------------------------------
Time For Parse:    0 hours  0 minutes  42.0 seconds (42 seconds)
Time For Trace:    0 hours  0 minutes  14.0 seconds (14 seconds)
    Total Time:    0 hours  0 minutes  56.0 seconds (56 seconds)


Scene file

#include "colors.inc"

#declare haut=1.5;
camera { location <1.5,haut/2,-100> up y direction z
right 4/3*x look_at <1.5,haut/2,0> angle 2 }
#declare t0= texture { pigment { Gold } }
#declare t1= texture { pigment { Blue } }
#declare t2= texture { pigment { White } }
#declare t3= texture { pigment { Red } }
#declare t4= texture { pigment { Aquamarine } }
#declare epai=30;
#default { texture { pigment { Green } } }
background { Black }

#declare base=0.3;
#declare ep=0.1/2;
#declare epa=0.001;
light_source { <-30,100,-100>,1 }
light_source { <0,00,-100>,1 }

#declare obj1= 
union {
        box { <0,0,0>,<1,haut,epai> texture { t1 } }
        box { <1,0,0>,<2,haut,epai> texture { t2 } }
        box { <2,0,0>,<3,haut,epai> texture { t3 } }
        box { <1.5-ep,base,-epa>,<1.5+ep,haut-base,0> texture { t0 } }
        box { <1.5-(haut-base)/4,haut/2-ep,-epa>,
              <1.5+(haut-base)/4,haut/2+ep,0> 
              texture { t0 } }
        box { <1.5-(haut-base)/7,haut/2-ep+(haut-2*base)/4,-epa>,
              <1.5+(haut-base)/7,haut/2+ep+(haut-2*base)/4,0> 
              texture { t0 } }
        texture { t1 }
      }

#declare vector =  <0.1,0.2,0.3>;

warp { original select { original tesselate { original  obj1 
                                              offset 0.1 
                                              accuracy <100,50,2> 
                                            }
                         with box { <-1,-1,-1>,<4,haut+1,0.04> } 
                         inside 
                         texture { t2 } 
                       }
       warp { turbulence vector 
              octaves 3 
            } 
       texture {t3} 
     }

warp

{ }

original mesh_object
mesh qui doit être déformé
warp warp_description
le warp à appliquer à chaque sommet de triangle de l'objet.
albinos
supprime toute information de texture individuelle des triangles
modulation { texture_description }
la luminosité de la couleur rendue par la texture module l'effet de la deformation. La texture est évaluée pour chaque sommet de chaque triangle. Le noir ayant une luminosité nulle empêche donc la transformation, alors que le blanc <1,1,1> en permet l'entière expression.
move coeff_of_matrix(12)
déplace chaque point avant évaluation du warp
texture { Tid }
texture à appliquer sur l'ensemble des nouveaux triangles d'une mesh.

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