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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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