POV-Ray : Newsgroups : povray.unofficial.patches : Square and triangular pattern : Re: Square and triangular pattern Server Time
2 Nov 2024 13:18:43 EDT (-0400)
  Re: Square and triangular pattern  
From: J  Grimbert
Date: 31 Aug 1999 01:27:46
Message: <37CB67A5.A06CDF98@atos-group.com>
Nieminen Juha wrote:
> 
> J. Grimbert <jgr### [at] atos-groupcom> wrote:
> : I finally made my first patch in POV:
> :  I added two patterns similar to the HEXAGON/CHECKER
> :  one that fills the x-y plane with squares, alterning four "colours"
> 

Well, in fact it is rather the x-z plane (but that does not change a lot
of thing)

>   At least this one is easy to achieve without needing to patch povray.
> Something like:
> 

Well, your code is bogus for infinite plane: just step the camera back a 
little step (-50 instead of -5) and you will see the mirrorring of
gradient !

> 
>   My motto is: Why do something with an external program or patching
> povray, if you can do it with povray itself without noticeable performance
> loss?

Agreed, that's why I usually refute evolution asking for #for and other
syntaxic
sugar.
Nevertheless, a point for me: The rendering of with your code take (with
AA=0.3) 
235 s while mine only 161 s (sample per pixel was 2.49 for your, 2.64
for mine, 
with simple pigments rgb<1,0,0>,rgb<1,1,0>, rgb<0,1,1> and rgb<0,0,1>)
The memory consumption was also less with my code, about 1.5k over 92k
The image were not identical because of the gradient mirroring and the
ordering of 
pigments (which may explain the different sample/pixels).

Either way you take it, as a 45% more time or 31% quicker, I do not
think the difference
is small. 

Taking your argument to extrem, you should remove the sphere and box
objects, as they
are specialisation of the superellipsoid, and it also seems that the
cone can be removed
as also a specialisation of some quadric or quartic  (or was it a more
complex polynomial
equation ...).

My motto is: KISS (Keep It Simple...)

--


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