|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Added a block of buildings in the background. Also added windows, doors
and grass.
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.
Comments and critique will be appreciated.
-Nekar Xenos-
Post a reply to this message
Attachments:
Download 'sunfloweralley3.png' (1305 KB)
Preview of image 'sunfloweralley3.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
news:op.vcv2eba9ufxv4h@go-dynamite...
> Added a block of buildings in the background. Also added windows, doors
> and grass.
>
> 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.
>
> Comments and critique will be appreciated.
>
Grimly beautiful indeed.
You could use heightfields for the wall sections farther from the camera.
That might already make a difference.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Tue, 18 May 2010 09:38:08 +0200, Thomas de Groot
<tDOTdegroot@interdotnlanotherdotnet> wrote:
>
> "Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
> news:op.vcv2eba9ufxv4h@go-dynamite...
>> Added a block of buildings in the background. Also added windows, doors
>> and grass.
>>
>> 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.
>>
>> Comments and critique will be appreciated.
>>
>
> Grimly beautiful indeed.
>
Thanks :)
> You could use heightfields for the wall sections farther from the camera.
> That might already make a difference.
>
-Nekar Xenos-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> Added a block of buildings in the background. Also added windows, doors
> and grass.
Looking better and better!
> 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.
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?
Hope this helps :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
This is a really neat image. I think the cyan color at the far end of the alley
creates a surreal effect. For that reason it kind of reminds me of a "Twilight
Zone" scene.
Regards,
Dave Blandston
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> The close brick wall consists of a mixture of isosurface, high and low
> poly mesh bricks. Further away are low poly mesh bricks.
I really love those bricks!
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Tue, 18 May 2010 21:45:32 +0200, Dave Blandston <nomail@nomail> wrote:
> This is a really neat image. I think the cyan color at the far end of
> the alley
> creates a surreal effect. For that reason it kind of reminds me of a
> "Twilight
> Zone" scene.
>
> Regards,
> Dave Blandston
>
>
Thanks. That's what I was going for :)
-Nekar Xenos-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Wed, 19 May 2010 03:00:28 +0200, TC get-enough-spam-already-2498.com>
<do-not-reply@i-do> wrote:
>> The close brick wall consists of a mixture of isosurface, high and low
>> poly mesh bricks. Further away are low poly mesh bricks.
>
> I really love those bricks!
>
>
>
Thanks :)
I'll put the macro on the Pov Object Collection when I've fixed it up
nicely.
-Nekar Xenos-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I've never looked at the size of my include files before. It turns out my
mesh bricks were 9Mb each. 6 of them. I'll just have to use lower poly
bricks...
-Nekar Xenos-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |