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"Bill Pragnell" <bil### [at] hotmailcom> wrote in message
news:web.49b4ee36d4fd5b286dd25f0b0@news.povray.org...
> I'm not sure my macros are the best solution for that; even if you're
> genuinely
> after a cone, you're better off just writing a simple cone mesh macro for
> yourself. I'd be inclined to use very simple flat triangle-based leaves,
> and
> don't worry about smoothing - it's surprising how far a low-detail leaf
> goes if
> it's not going to be seen in closeup.
Well its actually the difference of two very closely spaced cones, to
produce a concave leaf. I am sure that even a single triangle would work,
but I've never used them, ever, so am profoundly lost...more stuff that I
need to learn. :-p
> Make sure your leaf/cone macros just output triangles, not a complete
> mesh -
> have another macro build a clump of leaves as a single mesh that you can
> then
> clone.
Do you know of any simple files which would be a starting point?
>
> Definitely. I'd expect it to need less than 10% of your current usage, if
> the
> meshes are deployed properly. You might not see a drastic speed up for
> high-quality renders, because this sort of thing gets slowed down quite a
> lot
> by the antialiasing, but you should find that non-aa tests run blindingly
> fast.
>
Ok. I ran the macro on a a cyl column, just to see what you might be looking
at.
It ended up taking 7min to parse with 90 vines and 15k moss object tests
(thats why you don't see many of them). I'm going to retry with 500k moss
object tests. It is clear that I need to also optimize the way in which
trace is being used in this macro to drop the parse time, though changing
the direction of the test vector has a LOT to do with everything. I have a
decent amount of work ahead, as this is still just using the first code I
threw together.
Here are the stats for the column test followed by the image (note my kernel
time...6.66...yuck!):
Render Statistics
Image Resolution 1280 x 1024
Pixels: 1312000 Samples: 1448368 Smpls/Pxl: 1.10
Rays: 1683045 Saved: 0 Max Level: 5/5
Ray->Shape Intersection Tests Succeeded Percentage
Cone/Cylinder 11779353 2352125 19.97
CSG Intersection 1301463 138887 10.67
CSG Union 5081629 562648 11.07
Sphere 5581614 1036479 18.57
Bounding Box 26652056 11990304 44.99
Light Buffer 49398689 21346439 43.21
Vista Buffer 12582545 8880334 70.58
Calls to Noise: 0 Calls to DNoise: 1333006
Shadow Ray Tests: 1213449 Succeeded: 384576
Transmitted Rays: 234677
I-Stack overflows: 685
Smallest Alloc: 18 bytes
Largest Alloc: 992880 bytes
Peak memory used: 138525975 bytes
Total Scene Processing Times
Parse Time: 0 hours 7 minutes 1 seconds (421 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Cloth Time: 0 hours 0 minutes 0 seconds (0 seconds)
Mechsim Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 0 hours 0 minutes 10 seconds (10 seconds)
Postpr. Time: 0 hours 0 minutes 0 seconds (0 seconds)
Total Time: 0 hours 7 minutes 11 seconds (431 seconds)
CPU time used: kernel 6.66 seconds, user 416.14 seconds, total 422.80
seconds
Render averaged 3100.12 PPS over 1310720 pixels
POV-Ray finished
ian
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