POV-Ray : Newsgroups : povray.beta-test : Real Time Ray Tracing Loop : Re: Real Time Ray Tracing Loop Server Time
17 May 2024 13:16:29 EDT (-0400)
  Re: Real Time Ray Tracing Loop  
From: Alain
Date: 27 Jun 2012 19:58:36
Message: <4feb9e2c$1@news.povray.org>

> Tim Cook <z99### [at] gmailcom> wrote:
>> On 2012-06-25 12:01, Alain wrote:
>>> When doing real time ray trace, there is no such thing as a frame count.
>>> The frame_number and clock variables are not used at all.
>>> As you can't possibly know how many frames have been rendered, you can't
>>> stop after, say, 10, 100 or 1000 frames.
>>
>> Could access the system's time and stop after n real seconds?  Is the
>> real time ray trace set to any particular rate or does it just go as
>> fast as the CPU will let it?

It goes as fast as the CPU can do the job.

>>
>> --
>> Tim Cook
>> http://empyrean.sjcook.com
>
> I see... uhmm I'm starting to see a way!!!!
> I'm using realtime ray tracing to pre calculate radiosity files per scene.
> I have at least 20 scenes to run so I guess I can write a script to stop after
> blah hours and then run next scene.
>
> Thanks!!
>
>

"Use realtime ray tracing to precalculate radiosity"?
How do you intend to retreive those data? When doing realtime ray 
tracing, there is NO file output.
Realtime ray tracing is only available using version 3.7. It don't allow 
you to save_file from the scene file. I don't think that it can save the 
radiosity data using the command line options, or each frame will 
overwite the previous one, remember no frame number means can't create 
unique file names...

If you have 20 scenes that you want to run in sequence, you can use an 
ini file that will launch those 20 scenes.
That ini file will set the radiosity data save parameters and can set 
the resolution to use.



Alain


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