|
|
Nicolas Alvarez wrote:
> Warp escribió:
>> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
>>> +Q0 is still slow for many scenes, and you can't do things like
>>> rotating the camera around the scene with a good framerate.
>>
>> How is POV-Ray supposed to generate the preview if the objects are so
>> heavy to trace that even +Q0 is too slow?
>>
>
> GPU-rendered: Generate mesh once, rotate camera around it at 60fps.
>
> Raytraced at +Q0: just as slow (maybe many seconds) for each frame.
in graphics you have the concept of mipmaps
(http://en.wikipedia.org/wiki/Mipmap) where you provide a texture at
several resolutions and have the renderer decide which one is the
optimal. I can only assume that POV4 will have the same concept for
objects, so you can define a tree at maximum resolution and when the
tree gets too far away it may substitute something simpler, like a
predefined mesh with texture or even a bitmap with transparency.
If apart from the raytracing camera you can also have a scanline camera
for that same scene, I think it can be totally intuitive for the scene
composer. Note: depending on the implementation that may require
rendertime changes in the scene.
Post a reply to this message
|
|