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 16:30:21 EDT (-0400)
  Re: Tips on huge numbers of reoriented bicubics  
From: Greg M  Johnson
Date: 23 Aug 1999 20:58:16
Message: <37c1ee28@news.povray.org>
I exported the sPatch model to a file I named as an INC and in the INC I
declare an object.

The parsing doesn't take too long, but the tracing was swapping like I've
never seen before.  Again, it has 12 800 objects, which I assume means 128
patches x 100 "objects".

I'll read up on "meshes."


#declare n=0    ;
#while (n<100)
        object{ rocky
                pigment{ color actorc[n]}}
                finish {ambient 0.3
                        phong 0.4
                        reflection .05
                       }
                Reorient(y,actorv[n])
                translate  actorp[n]
                }
#declare n=n+1   ;
#end


Cliff Bowman wrote:

> On Sun, 22 Aug 1999 10:42:22 -0400, "Greg M. Johnson"
> <"gregj;-)56590"@aol.c;-)om> 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.???
> >
> 128 patches doesn't sound too bad. Can we see some code? For example,
> you do parse the patches just once and then create the instances of
> the object with something like:
>
> object { MySpaceship rotate <MyRotX,MyRotY,MyRotZ> translate ... }
>
> don't you?
>
> Cheers,
>
> Cliff Bowman
> Why not pay my 3D Dr Who site a visit at http://www.who3d.cwc.net/


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.