POV-Ray : Newsgroups : povray.binaries.utilities : Optimisation of POVRay code : Re: Optimisation of POVRay code Server Time
26 Jun 2024 08:31:00 EDT (-0400)
  Re: Optimisation of POVRay code  
From: Geoff Wedig
Date: 15 Nov 2000 07:51:09
Message: <3a1286bc@news.povray.org>
Simon Lemieux <lem### [at] yahoocom> wrote:

>> (this coming from someone who does images with 2+ hour parses)

> 2 hours??  You mean you need 2 hours to before the render starts and figure out
> you missed something??  Geez!...  My own parse alwasy take less than a few
> seconds, but my renders often take a few days/week!!  I dislike to many objects,
> I rather like a few very nice ones with transparency, textures, reflection,
> refraction, etc... all those effects that require a good computing CPU, but
> almost no memory! ;)

I do extremely detailed objects, with lots of pieces, designed by macros for
the most part.  This sometimes means my computer goes into thrashing with
swaps.  Once the render starts, swapping isn't an issue, though.

The pic that was worst on this took close to 500 hours to render, all told
(it was a stop start over weekends and at night)

And I do use transparency, textures and all that as well, so both the parse
and the render are *slow*.

Lately, I've been experimenting with and learing all the new Megapov
features.  Many of these (especially isos) have reduced my parse and render
time greatly, but I still look for parses in the tens of minutes.

Geoff


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