|
![](/i/fill.gif) |
"Jaap Frank" <jjf### [at] casema nl> wrote in message
news:47d31681$1@news.povray.org...
> Hi,
>
> Recently I stumbled over a link to Chris Bartlett's StairCase macro
> and downloaded the files.
> The first example in StairCaseDoc.pov traced happily in about 7s
> with my AMD Athlon 64 3000+ on Windows XP Home SP2.
> Because all the examples trace as an animation, I started it with
> +kfi0 +kff50 in the command line box and went doing something
> else. After a while I checked the progress and noticed that the
> tracing was very slow compared to the single trace before.
> I quickly checked the messages for the first example and good only
> see a difference in the number of objects :
> Single trace: 176 Trace time: 7sec
> Animation: 168 Trace time: 68sec
> Weird, why is there a difference when everything in the file stays the
> same?
The 'StairCaseDoc.pov' file is designed to use the animation feature to
regenerate all of the 50 different images in the documentation provided with
the macros. When you use the animation feature with this file, the SDL uses
the frame number to work out which image to generate, then sets the macro
parameters for that image. Some of the images contain simple single flights
of stairs with a small number of objects, others contain multiple flights of
stairs with a very large number of objects. The render time therefore varies
a lot from image to image/frame to frame.
> All my animation files are based on clock values and I never
> noticed any differences in trace time with a single trace or in
> an animation. However I never used the frame system of POV.
> In news.povray.org I can't find any reference to such a behaviour.
Even if you just use the clock and don't vary the contents of the scene
between frames, the render times for different frames can still vary
depending on the proximity to the camera of different objects. For example,
a partially transparent or reflective sphere a long way from the camera has
less impact on render times than if it's close to the camera and generates
additional rays to trace.
Regards,
Chris B.
Post a reply to this message
|
![](/i/fill.gif) |