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Warp <war### [at] tagpovrayorg> wrote in news:3de23b63@news.povray.org
> Rafal 'Raf256' Maj <raf### [at] raf256com> wrote:
>> ...and copy of mesh[1] for each loop-pass (100*100 copies in RAM).
> 10000 copies does not sound like extremely memory-intensive.
> How much memory does one copy need? Even if it required, let's say,
[...]
look at p.b.i - Trees[WIP] uses about 800 MB memoty while rendering (no
radiosity/photons), without grass same scene uses about 50 MB
> and make less copies. If you, for example, make the mesh patch twice as
> large in both axes and then make 50*50 copies, that's only 2500 copies
I will try but IMHO size of boxes wan't change anything while 1 path is NOT
a mesh, only 1 grass pice is a mesh.
So grass-field always has same number of mashes, both :
1000*1000 pathes = 1000*1000 * 10* 10 meshes
100* 100 pathes = 100* 100 * 100*100 meshes
It WOULD be ony i.e. 100*100 MESHES if only syntax
mesh {
mesh { ... }
mesh { ... }
transform
}
would be allowed - as explained in other posts
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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