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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] bahnhof se> 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. -*/
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