|
![](/i/fill.gif) |
Francois Labreque wrote:
> Yadgar wrote:
> >
> > Hi Tracers!
> >
> > I recently started to build an animation containing several thousand
> > primitives in eight CSGs (only three levels deep nested), and when I
> > started rendering, I was somewhat surprised by the slow progress - about
> >
> > 30 minutes for an image of 400 by 300 pixels, on an AMD K6-II running at
> >
> > 380 MHz!
> >
> > Then, I started to think of methods to speed up the rendering... but
> > whether I disabled auto-bounding or not, it did not work faster. How can
> >
> > I speed it up unless I don't use a lower quality level?
>
> Try to change the hierarchy in which the different parts of the CSG are
> put together. From what I understand of the POV innards, is that
> differences and intersections are killers. For example, creating an
> I-beam consisting of the union of three slender boxes should be faster
> than if you had the difference of a square box and the two sides.
>
> --
> Francois Labreque | //\\ Wear an ASCII ribbon!
> flabreque | || ||
> @ | \\// Support the campain
> videotron.ca \\ against HTML e-mail
> //\\ and news!
I managed to cut 3/4 off the time of some renders by doing manual bounds.
POV-Ray is very bad at autobounding plane intersections. I discovered this
when I noticed 4 infinite shapes in the messages of a scene that had no
infinite shapes.
--
Dan Johnson
http://www.geocities.com/zapob
Post a reply to this message
|
![](/i/fill.gif) |