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Nieminen Mika wrote:
>
> Ken <tyl### [at] pacbellnet> wrote:
> : My question then is should I turn
> : automatic bounding off when manual bounding has been used in the scene
> : file or will the manual bounding simply override any automatic bounding
> : that would normally occur ?
>
> I have always understood, that manual bounding overrides the automatic
> bounding of the object you are bounding (of course when removing
> "unnecesary" bounding objects is turned off).
> I really don't know what happens with complex CSG objects. I have
> the feeling that CSG's have several bounding objects, one for the whole
> CSG and several smaller for the different parts (I may be wrong here, though).
> If this is the case and you manually bound the whole CSG I don't know what
> happens to the smaller bounding objects.
> I can't imagine why turning automatic bounding off would speed up the
> rendering. I think that the manual bound overrides the automatic one, it's
> not added to the automatically generated bounding object.
That is pretty much what I had thought too. It is frustrating trying to
render what should be a fairly strait forward csg operation only to find
it is going to take longer than a reasonable amount of time to finish. In
the last 30 hrs. I can hardly tell that there has been any progress at all.
According to my system monitoring software I am using 100% of my processor
power for this task and nothing is happening that I can see. I imagine the
time is being consumed by intersection testing and if I were to let this
render finish the intersection tests will number in the billions or even
tens of billions. There has to be a way to cut this down since there is such
a small amount of visible object surface area actually being rendered and
the rest is being wasted on internal intersection tests that are not even
visible. I was under the impression that this is what manual or automatic
bounding was supposed to help out with.
Oh well only 1652 hours more to go before it is finished...
--
Ken Tyler
See my 700+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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