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"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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