POV-Ray : Newsgroups : povray.general : Scene Optimization : Re: Scene Optimization Server Time
1 Aug 2024 02:13:45 EDT (-0400)
  Re: Scene Optimization  
From: Sven Littkowski
Date: 12 May 2006 10:17:48
Message: <4464990c$1@news.povray.org>
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] netscapenet> 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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