POV-Ray : Newsgroups : povray.animations : Tips on huge numbers of reoriented bicubics : Re: Tips on huge numbers of reoriented bicubics Server Time
28 Jul 2024 16:29:02 EDT (-0400)
  Re: Tips on huge numbers of reoriented bicubics  
From: Wayne Gordon
Date: 22 Aug 1999 14:46:17
Message: <37C0619F.E23D111E@flash.net>
"Greg M. Johnson" wrote:

> I have had success making INC files with a hundred primitives moving in
> various flocking algorithms.   When I tried to replace the primitives
> with an sPatch-modelled craft, my HDD swapped like the dickens upon
> tracing.   I had 12 800 objects and I have 256 MB RAM.  Apparently, my
> craft has 128 patches.
>
> Have I just plain hit a resource wall?  Is there any trick to make it
> less resource intensive: order of reorient vs. translate, avoid scaling,
> bicubic settings, BOUNDING, etc.???

12,800 patches is alot. Look at the u-steps and v-steps of the patches.
Lower
these numbers if possible, for starters.


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