POV-Ray : Newsgroups : povray.general : Fess up: all your render time reduction secrets : Re: Fess up: all your render time reduction secrets Server Time
11 Aug 2024 01:23:59 EDT (-0400)
  Re: Fess up: all your render time reduction secrets  
From: Ken
Date: 27 Sep 1999 09:01:54
Message: <37EF6A6B.977E31F6@pacbell.net>
"Greg M. Johnson" wrote:
> 
> John vanSickle wrote in an earlier posting:
> >As things are,
> >the user who is memory-conscious can create a tree that fits into one
> >mesh, and make a bunch of copies of it, rotating and scaling them to
> >make them look different.
> 
> I think that there are a lot of tricks for memory management that are
> not in the docs.
> For example, I learned the hard way that:
> 
> 1) A flat box of a billion units in X and Z renders faster than a plane;
> 
> 2) A mesh of triangles renders faster than the "equivalent" bicubic
> patch;
> 3) JvS's trick above here, which I'm not sure I fully understand yet.
> 
> Someone ought to compile all of these tricks of the trade so that
> thousands of users don't have to waste time relearning the rolling of
> the wheel....

For more speed tricks see:
http://www.students.tut.fi/~warp/povVFAQ.html#renderingspeed

-- 
Ken Tyler
1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html


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