POV-Ray : Newsgroups : povray.binaries.images : Alley Sunflower Wip#3 : Re: Alley Sunflower Wip#3 Server Time
2 Nov 2024 18:49:45 EDT (-0400)
  Re: Alley Sunflower Wip#3  
From: Nekar Xenos
Date: 18 May 2010 06:33:18
Message: <op.vcwcw0xmufxv4h@go-dynamite>
On Tue, 18 May 2010 10:29:46 +0200, Bill Pragnell  
<bil### [at] hotmailcom> wrote:

> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>> Added a block of buildings in the background. Also added windows, doors
>> and grass.
>
> Looking better and better!
>

Thanks!

>> I keep running out of memory so I made less grass than I wanted to. I'm
>> considering converting the walls to a heightfield, but only when the
>> building is 100% right. Maybe now is the time to start.
>
> It doesn't look like a particularly memory-hungry scene... what is it  
> that's
> using most of the memory? I would have thought that a heightfield wall  
> would
> take far more memory than the equivalent mesh bricks.

The close brick wall consists of a mixture of isosurface, high and low  
poly mesh bricks. Further away are low poly mesh bricks.

>
> Debugging memory usage in POV-Ray scenes is a little-mentioned but very
> important task! Turn off media and radiosity and see what the scene uses  
> (render
> small with no aa for a quick answer). If it's still eating loads, try
> commenting-out elements of the scene and render again to see how the  
> usage
> changes. You won't need hi-res bricks unless you intend rendering a huge  
> final
> version; in fact, they should be one of the smallest scene elements  
> (memory and
> speed were the main motivations for my mesh macros). Lower mesh (and  
> heightfield
> - same thing!) resolutions until they're on the threshold of the quality  
> you're
> happy with. Make simple low-detail versions for distant objects. Can you  
> get
> away with clever normals instead of meshes/isosurfaces?
>

Thanks. I'll take a look and see. I'll give the normals a try.

-Nekar Xenos-


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