POV-Ray : Newsgroups : povray.advanced-users : Animations and memory : Re: Animations and memory Server Time
15 May 2024 07:08:52 EDT (-0400)
  Re: Animations and memory  
From: Mike Horvath
Date: 30 Aug 2015 01:20:02
Message: <55e29282$1@news.povray.org>
On 8/16/2015 3:40 AM, clipka wrote:
> 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:
>      -------------------------
>        #persistent MyHugeObject = union {
>        ...
>        }
>      -------------------------
>

How will this work for highly nested objects, like LDraw models? Do I 
make each and every primitive persistent?


Mike


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