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Am 15.08.2015 um 20:11 schrieb Mike Horvath:
> If I create an animation where everything remains the same except for
> the camera position, will I have to go through the whole parsing process
> each time, or will the scene stay in memory and therefore be faster?
That depends.
If you use plain vanilla POV-Ray, then IIRC there's some highly
experimental mechanism originally designed just for this case, parsing a
scene once with multiple camera statements and then just iterating
through all the cameras defined, frame by frame, but I must confess I
have no idea how it works (or whether it even does currently).
If you use UberPOV, there's the "#persistent" statement, which you can
use instead of "#declare" to define variables that persist between
frames of an animation (and, in case of POV-Ray for Windows, even
between totally unrelated renders in the same session, so caveat there)
as long as you don't explicitly "#undef" them. You can put (almost)
anything in there - including complex CSG unions - and simply re-use it
in the next frame instead of parsing it all over again, for example like so:
my_scene.pov:
-------------------------
#if((frame_number = initial_frame) | !defined(MyHugeObject))
#include "my_huge_object.inc"
#end
object { MyHugeObject }
#if(frame_number = final_frame)
#undef MyHugeObject
#end
-------------------------
my_huge_object.pov:
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#persistent MyHugeObject = union {
...
}
-------------------------
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