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> Perhaps instead of doing it the hard way (ie. program your own raytracer,
> which probably won't be any better than povray), you could just try to
> optimize your scene for povray.
>
> If povray spends ages calculating light buffers (and that's what is filling
> up the memory), try turning them off. The rendering may be slower, but if
> it was the actual problem, it will render, which is the goal. You can also
> try with the vista buffers as well (although I don't know if it will be of
> any help).
>
> If your scene has many identical groups of cylinders (the only difference
> between the groups being the transformations (scale, rotate, translate)
> applied to them) you could try replacing the cylinders of one of these group
> with equivalent smooth triangle meshes (making a #declared identifier of them).
> When you make copies of this mesh (and transform the copies) they will take
> a lot less memory. The bigger the group of cylinders and the more the copies
> of the group, the better (ie. more memory saved).
>
> If your texture doesn't have to be transformed with the cylinder (but is,
> for example, just a plain color), don't texture each cylinder separately,
> but make a union of all the cylinders in the scene and texture it just once.
IMHO,
POV-Ray is a complete general raytracing algorythm... which will be fast for
almost anything...
My scene has no light, nothing else than a few millions of cylinders all the
same texture... how can I optimize that for povray? Reduce the number of
cylinders? Wrong! That would also reduce the realism of my scene... what I need
is a raytracer that would handle very easily and very fast such a big number of
"Cylinder" and would be simply very slow when you would only have a cube...
Optimized for a large number of cylinders, that is what I need! Also that I got
a C++ program that calculate the position for all these cylinders and outputs
the result in a povray script... ( cylinder { <x,y,z> texture { TheTex }}) and
then povray starts Parsing the scene and takes forever... Would take a double
forever if I added lighting!...
I am very interested in Povray, but sometimes I would need a specific tool...
Thanks,
Simon
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| Simon Lemieux | http://www.666Mhz.net |
| lem### [at] yahoo com | POV-Ray, OpenGL, C++ and more... |
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