Test scene 6 (new)

The source



// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "woods.inc"
#include "golds.inc"

camera
{
location <0.0 , 2.0 ,0.0>
look_at <0.0 , 0.0 , 10.0>
}


// create a regular point light source
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <1,2.5,-5>
}

// create a regular point light source
light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-1,2,5>
}

light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-3,5,-3>
}

light_source
{
0*x // light's position (translated below)
color red 1.0 green 1.0 blue 1.0 // light's color
translate <-3,9,-2>
}


// Set a color of the background (sky)
//background { color red 0.1 green 0.3 blue 0.8 }
plane{<0,0,-1>,1
pigment{White_Marble}
finish{reflection 0.05 diffuse 0.15}
scale 2.0
translate <0,0,20>}


plane {y,1.55
// pigment{ Water}
texture{Silver_Texture}
//scale 4
finish{reflection 0.6 diffuse 0.3}
}

union{
#declare zh2=-0.3;
#while (zh2<0.3)
#declare zh=0;
#while (zh<360)
torus{0.058,0.007
texture{T_Gold_3B}
rotate z*90
translate <0.195,0,0>
translate <0,zh2,0>
rotate y*zh
}
#declare zh=zh+36;
#end

#declare zh2=zh2+0.064*2;
#end
rotate x*-33
rotate z*15
translate <0,1.9,0.9>
}

global_settings{max_trace_level 60}

-> Viewing Page (needs JavaScript)


Without Anti-Aliasing

Perfect


Test I - limited at about 2 samples per pixel

double size and scaling - 4.00 SPP

Method 1 (old) [+AM1 +A0.35 +R3 +J1] - 1.92 SPP

Method 2 (old) [+AM2 +A0.4 +R2 +J1] - 2.08 SPP


Method 3 (like 2 but mostly using less SPP) [+AM3 +A0.38 +R3 +J1] - 1.90 SPP


Method 4 [+AM4 +A0.3 +R3 +J1] - 1.95 SPP


Method 5 (like 4 but forcing midpoint always traced) [+AM5 +A3 +R1 +J1] - 2.0 SPP



Test II - limited at about 3 samples per pixel

Method 1 (old) [+AM1 +A0.18 +R3 +J1] - 2.91 SPP

Method 2 (old) [+AM2 +A0.25 +R2 +J1] - 3.07 SPP


Method 3 (like 2 but mostly using less SPP) [+AM3 +A0.28 +R3 +J1] - 2.96 SPP


Method 4 [+AM4 +A0.235 +R4 +J1] - 3.01 SPP


Method 5 (like 4 but forcing midpoint always traced) [+AM5 +A.28 +R3 +J1] - 3.02 SPP