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I can't seem to find an actual settings page that shows stuff like that.
I don't think it would make much of a difference, POV-Ray is just slow :)
According to this, graphics card quality doesn't affect POVray rendering time. It's a little daft, as you'd expect it to, but their's not to wonder why and all that...
On a related note, does anyone here know what tools people are using to create the image work for their custom minifigs for their LDD images over on Lego Ideas? I was going to just go with having the basic colours on any minifigs for projects that would contain them.
As you found already, there's a drop-down menu to modify resolution and whether or not edges are anti-aliased. But if you want a different resolution, you can select "more resolutions..." and a help file will pop up showing you how to modify a text file to add more. Personally, I use 800x600 non-AA for rough rendering, then I'll do a 4k AA render for final image.
I use MLCad (which makes LDraw compatible files) to make my models, and then a small command line app, l3p, to convert to POV-Ray. That app defaults to 30 degrees up, 45 degrees over, and zoomed out just to point where model fits in screen. The command line app has options to manually set a camera angle, as well as define light positions, colors, and intensity. You can see some of my renderings here (shameless plug!)
Lastly... I don't suppose you'd want to send me that world map file--I love it!
I also posted some of the images here: https://www.flickr.com/photos/51436400@N05/sets/72157634980762274/
Around slide 20 I start talking about using masks to speed up rendering of transparent parts - which is something that I learned from a flickr/eurobricks user: https://www.flickr.com/photos/nachapon
General comments on performance & POV-RAY preferences:
I like Outdoor HQ as a radiosity setting in LDD2POV - it's a good balance between quality and speed.
POV-Ray is a very old piece of software - 1991 actually - it predates all this newfangled GPU rendering by a couple decades or so.
POV-Ray is multi-threaded though, I think by default it uses one thread per core, which is probably fine.
If you have a system with lots of threads and relatively poor single threaded performance, I would set Render_Block_Size=8 - that will ensure each core does little bits of the image. I've found that on a really complex render with lots of transparency, it can sit at 99% for a long time trying to figure out a single block.
I use Render_Pattern=3 so it renders the image from the inside out - I usually can tell if something is wrong earlier that way.
I've heard that POV-RAY's anti-aliasing is terrible - it's better to just render the image at 2-4x the size and scale it down using your favorite image editor (Paint.net is pretty useful)
This page is great:
http://wiki.povray.org/content/Reference:Tracing_Options
Hope some of this is useful!
// Generated By: LDView 4.1 (C) Travis Cobbs and Peter Bartfai, 2009
// See: http://ldview.sourceforge.net/
// Date: Mon Feb 23 13:41:31 2015
// Input LDraw File: your_file.ldr
// LDraw File Author: Your Name
//
// This file was automatically generated from an LDraw file by the program
// LDView. See comments above for further details.
#declare LDXQual = 3; // Quality (0 = Bounding Box; 1 = No Refraction; 2 = Normal; 3 = Stud Logos)
#declare LDXSW = 0.5; // Seam Width (0 for no seams)
#declare LDXStuds = 1; // Show studs? (1 = YES; 0 = NO)
#declare LDXRefls = 1; // Reflections? (1 = YES; 0 = NO)
#declare LDXShads = 1; // Shadows? (1 = YES; 0 = NO)
#declare LDXFloor = 1; // Include Floor? (1 = YES; 0 = NO)
On a Mac, I design in Bricksmith, then open the file in LDviewer to set my camera angle and position. This writes to one .pov file with no extra includes or ini files, so it's kept very simple and I can tweak all the code at the beginning if needed.
LDD to Povray must do something similar but maybe it uses it's own variables. I Googled and it looks as if you just simply turn the shadows off by unchecking the shadow box next to the light source, or setting them very low.
You may be able to kill some of the reflections by increasing your ambient light.
However, removing the shadows and reflections will leave you with a very flat looking image.
The best guide I found to get started was at Eurobricks
Note that this also uses LDview to make the .pov file, and the export options are there to include shadows/reflections etc. If you follow this method you should get the code I pasted above.
Sorry I can't be of any more help.
Bluerender