POV-Ray : Newsgroups : povray.general : Render time: ultrafine dxf-->tri vs. bicubic : Re: Render time: ultrafine dxf-->tri vs. bicubic Server Time
4 Aug 2024 06:18:12 EDT (-0400)
  Re: Render time: ultrafine dxf-->tri vs. bicubic  
From: gonzo
Date: 12 Jul 2003 18:52:02
Message: <3f109112@news.povray.org>
Greg M. Johnson <gregj;-)565### [at] aolcom> wrote in message
news:3f10696d$1@news.povray.org...
>
> Right now, I'm trying to figure out which renders & parses faster:
> 1) a bicubic patch
> 2) a really dense triangle mesh of the same object (Hamapatch export to
> DXF).

Don't know about render times, guess my models aren't that complex, the
stuff I've exported from hamapatch seemed to render about the same as
modeling in POV, the biggest difference was the parse time.  I've found that
parse times on either bicubic patch or mesh is considerably longer than CSG.
Lately I find I only use Hamapatch when I want to do something I simply
don't know how to do in CSG.

>
> Actually, I have two side questions about modellers:
> i) I'm surprised at the limited number of triangles that show up in a
> hamapatch export to DXF.  There's a setting of "4" subsurfaces: I'd have
> liked to try 16 or more.  Any tips?

Have you tried Wings3d? ( http://www.wings3d.com/ ) It's quite a capable
modeler on its own, and I also find it useful for subdivision on stuff I've
modeled in other programs.   If you have something modeled in Hamapatch,
rather than subdividing the whole object, export as .obj, import into Wings
and subdivide only the parts that need fine detail. Then convert to POV
using Poseray.

RG


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