POV-Ray : Newsgroups : povray.general : How to speed up rendering? : Re: How to speed up rendering? Server Time
13 Aug 2024 01:12:12 EDT (-0400)
  Re: How to speed up rendering?  
From: Mike
Date: 18 Jan 1999 08:13:15
Message: <36A332B0.15B961BB@aol.com>
Hey I'll add one for the VFAQ perhaps.  Intersection can be really slow
if you are using two really large objects to make a smaller one. Manual
bounding is a good idea in this case to let POV know you just want to
check the smaller area where the visible object is.

-Mike

Nieminen Mika wrote:
> 
> Spider <spi### [at] bahnhofse> wrote:
> : The more so, use union instead of merge where possible, it's faster
> 
>   This isn't always true.
>   If you have several semi-transparent objects, usually merging them is
> faster than unioning them (probably because povray has to do fewer lighting
> calculations because there are fewer surfaces). Of course the resulting
> object from merging semi-transparent objects is completely different from
> a union of them.
> 
> : Difference is slowwwww...
> 
>   This isn't always true either.
>   I just tested: Three unioned spheres took 46 seconds to render (at 640x480),
> and the same spheres differenced took only 37 seconds.
>   The size of the visible surface plays a very important role in the
> rendering time, obviously because the shading calculations are rather slow.
> The fewer the surfaces and the smaller (on screen), the faster.
> 
> :> Don't use media or fog.
> : Absolutely not...
> 
>   Fog isn't so cpu-hog. AFAIK fog is rather fast to calculate but achieves
> very nice results.
> 
> :> Don't have radiosity turned on.
> : Never...
> 
>   I wouldn't say "never".
> 
> : 4     reboot to DOS
> : 5     reboot to windows
> : 8     reboot
> : 10    reboot.
> 
>   "Windows has detected movement of the mouse. Please reboot the computer
> for the changes to take effect."
> 
> --
> main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
> *_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp. -*/


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.