POV-Ray : Newsgroups : povray.general : Bounding takes time... : Re: Bounding takes time... Server Time
12 Aug 2024 17:19:39 EDT (-0400)
  Re: Bounding takes time...  
From: Spider
Date: 23 Jan 1999 19:01:23
Message: <36AA61CB.B4858BBE@bahnhof.se>
*smile*
Yeah, I know its a foolish thing to do, the effect I had intended was :

loop between 0 and 1, step 1/10000, then multiply and so on..
I choose a log function, got smoother...

But the reason for the question is why it takes so long to bound them?? 
Is it the union ??? I think there ios a setting to break unions, can't remember it....
Is it this ?

oh... I'm getting nasty tired of stack faults... *sigh* max_trace_level can't be high
enough...

(50000 transparent objects, filtering and reflecting, all in view... this gives a lot
of
relection.... I want a high trace level. Are the stack settings better in dos version
than
windows ??? )


//Spider

Graham Redway wrote:
> 
> Spider,
>     It's to do with the 'exp(N)' in the translation:
> >>translate <exp(N)*Xc, TransY, 0><<
> 
> I substitued a '1' and it bounds ->much<- quicker.
> e to the power of 1000, then e to the power 999, e to 998 ... are v. large numbers.
Why
> would you want to translate something in the direction of x with a huge (near
inifinate)
> value when y is only translated to a maximum of 15?
> 
> Hope this helps.
>     Graham.
> 
> Spider wrote:
> 
> > Hello... Just a little question here...
> >
> > I'm trying to place a lot of spheres in a postition, the Y pos is linear, adn the
X/Z is
> > smothly changed..
> > But, this little pice of code gives me a pain...
> > The bounding time is horrible.... (I'm not patient there.)
> >
> > I'm using winpov, 3.1a .
> >
> > Any ideas ???
> >
> > //Spider
> >
> > #declare drop = sphere { <0,0,0> 0.1 }
> > union {
> >   #local Drops = 1000;
> >   #local DropsInv = 1/Drops;
> >   #local EndX = 15;
> >   #local EndY = 20;
> >   #local Yc = DropsInv*EndY;
> >   #local Xc = DropsInv*EndX;
> >   #local s1 = seed(666);
> >   #local s2 = seed(777);
> >   #local N = Drops;
> >   #while(N>0)
> >     #local TransY = N*Yc;
> >     object {
> >       drop
> >       translate <exp(N)*Xc, TransY, 0>
> >       rotate <0,rand(s2)*360,0>
> >     }
> >     #declare N=N-1;
> >   #end
> >   pigment { rgb 1 }
> >   translate -EndY*0.5*y
> > }


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