POV-Ray : Newsgroups : povray.general : Fast way to subtract multiple spheres? : Re: Fast way to subtract multiple spheres? Server Time
2 Aug 2024 04:16:56 EDT (-0400)
  Re: Fast way to subtract multiple spheres?  
From: Mike Raiford
Date: 13 Jan 2005 07:36:59
Message: <41e66b6b$1@news.povray.org>
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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