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Well, I have tried disabling all of the normals, as well as turning off
radiosity and anti-aliasing...but to no avail, unfortunately. :(
I guess it is just perhaps all of the transmits and then the shadows cast
by the non transmitting texture portions. I can't think of anything else.
Though it still seems that this texture should not take so god-awfully
long to render. If I can ever get povray to compile with vs2010 ultimate I
will be sure to step through the code and run all kinds of metrics and
performance evaluations as well. Though that is, honestly, a low priority.
I need to finish the other things that I have started first.
I think that my situation and options are as outlined below:
1) I cannot fix the texture render time directly without ruining the
texture or patching pov
2) I can either
2a) tessellate the surface and render the mesh
2b) implement a mesh based version of metaballs (I have some c# code
which creates mesh metaballs [though..again without patching pov to get
some useful collection types..])
That seems to be it. It is unknown which option would result in lower
total render time, though I would expect parse time to be lower for option
2b.
You know..it might actually be worth coming up with a patch to pov which
would give the user something close to standard collection types such as
follows:
1) List<T>
2) Dictionary<T,T>
3) ArrayList<T>
4) Tree<T>
5) Ability to eval and run the same language pov-ray was written in, so
you could mix c++ and SDL (such as overriding or overloading methods used
in the renderer)
6) MathML eval
But those are tasks for a different day...(perhaps even epoch)
Ian
On Thu, 16 Dec 2010 22:15:26 -0500, Slime <pov### [at] slimeland com> wrote:
> > Well it certainly is a complex texture, but I'd
> > tend to blame it on the blurred reflection
> >
> >> normal {
> >> wrinkles 0.1
> >> scale 0.00001
> >> }
>
> What are your anti-aliasing settings? With a texture like this, you'll
> get a lot of oversampling, especially if you're using AA method 2. I
> would increase the scale of that normal as much as possible. (Also, at a
> scale that small, you probably don't need as much detail as the wrinkles
> pattern provides.)
>
> - Slime
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