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Mike Williams wrote:
> Wasn't it Mike Raiford who wrote:
>
>>Okay,
>>
>>I have a box. I want to subtract hundreds of spheres from said box.
>>
>>I have attempted 2 methods ...
>>
>>1) CSG. Reasonable up to about 100, beyond 100, painful. Cand be
>>somewhat mitigated by bounding the final object, but that particular
>>object's render speed is unacceptably slow. And before you point me to
>>it... yes, I am aware of the holes tutorial. The object is transparent
>>and a merge does no better.
>>
>>2) Isosurface. Quite simply, I'd recommend jumping off a building first.
>>Hundreds of f_sphere calls and calls to min() to create the union of
>>spheres is really too much to ask of POV-Ray. Render time is painful to
>>excruciating.
>
>
> I think you may have misunderstood the isosurface page of my holes
> tutorial. The idea isn't to use hundreds of isosurface functions, but to
> use one isosurface that evaluates to hundreds of spheres.
>
> Since your object is transparent, I would have suggested that you should
> have first tried part 3 of the holes tutorial: Transparent Holes.
>
> If you've got as particular problem that *really* isn't covered with my
> existing holes tutorial, I'd be interested in hearing more details about
> what you're trying to do and seeing your current source code.
Ahgh.. I never saw that part of the tutorial before... pure genius. :)
That was what I was trying to accomplish in a nutshell.
--
~Mike
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