POV-Ray : Newsgroups : povray.general : Which would be more efficient? : Re: Which would be more efficient? Server Time
2 Aug 2024 18:09:59 EDT (-0400)
  Re: Which would be more efficient?  
From: Alain
Date: 18 Aug 2004 20:24:19
Message: <4123f333$1@news.povray.org>
Stefan Viljoen <rylan@ nous apporta ses lumieres ainsi en ce 18/08/2004 
12:53... :

>Hi guys
>
>I am having some problems with some of my scenes taking absurdly long to
>render (months). I suspect this is mostly due to stupid / inexperienced
>scene design (I am new to Pov).
>
>My question: how do you ppl optimise offscreen objects / meshes? I. e. parts
>of your scene that are not in the camera field of view - a plane I suppose
>would make no difference, but what about complicated isosurfaces and so
>forth extending "around" the camera? Even just a bit?
>
>For example, is there any advantage to differencing an isosurface when it
>goes "offscreen" to prevent calculations being done for the missing piece,
>or is this in fact precisely the wrong thing to do?
>
>As far as I can reason out, POV does take "offscreen" stuff in account since
>you can for example see reflections of offscreen objects onscreen (i. e. in
>the camera's viewfield).
>
>I am aware that I could precisely size stuff to fit exactly in the camera
>viewfield, but my specific problem is that I need a certain "part" of an
>isosurface and I do not have the mathematical ability to isolate only that
>part, for example. So I translate it until I have the "part" I want in the
>camera's viewfield. The isosurface is not much bigger than the camera's
>view angle (say about two units in its "flat" (screen plane) axis).
>
>Or is this exactly the wrong approach?
>
>My problem is that I see incredible scenes all the time that take literally
>thousands of times less time than my uncomplicated scenes and I would
>desperately like to optimise my  trace times.
>
>Thanks!
>  
>
If you have several objects using the same texture, bind them in an 
union. That way, the texture is created only once, saving memory, parce 
time and render time.

Alain


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