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Hi Alain,
thank you very much for your rersponse, and yes, you are right so far, I use
for each cylinder an own texture. Simply, because I use that map_type which
twists the texture around the cylinder. I am not sure if that would work if
I apply it only to the entire union.
Sven
"Alain" <ele### [at] netscape net> schrieb im Newsbeitrag
news:4463eb7f$1@news.povray.org...
> Sven Littkowski nous apporta ses lumieres en ce 11/05/2006 15:21:
>> Greetings.
>>
>> What tricks, rules and hints do you know to optimize a complex or any
>> other) scene in order to prevent unneccessary slowing down of the
>> rendering?
>>
>> In fact, I have a complex scene in which I have a union (of cylinders and
>> sphere) being inside a big cylinder (which I made of a difference of a
>> big with a small cylinder or through an intersection with a big
>> cylinder). However, that slows down so much.
>>
>> Let me show you the part of my scene which seems to slows down.
>>
>> Sven
>>
>>
------------------------------------------------------------------------------------
>>
> When most of the elements of an union share the same texture(s), it's
> better to assign that texture to the union instead of each element. This
> will save memory and can save some time. In your case, you can assign Blau
> and InnenAufbaut to the whole thing as it looks like the ones that are
> used the most. Saving memory can prevent the use of the swap file, thus
> providing dramatic speed improvement.
>
> You use loops to create unions of 100's to 1000's objects, spliting those
> to only contain objects that use a common texture can help. Use several
> similar loops, one for each texture familys. Don't forget to reinitialize
> the random streams.
>
> Using layered textures increase rendering time, look if you can create
> single layer textures to replace the layered ones.
>
> --
> Alain
> -------------------------------------------------
> If one synchronized swimmer drowns, do the rest have to drown too?
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