POV-Ray : Newsgroups : povray.binaries.scene-files : Systema Metropolis: In the Wild Server Time
3 Jul 2024 06:36:49 EDT (-0400)
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From: William Tracy
Subject: Re: Systema Metropolis: In the Wild
Date: 11 Feb 2008 23:14:41
Message: <47b11d31$1@news.povray.org>
Nicolas Alvarez wrote:
> POV-Tree manual recommends you should *always* save to that other 
> format, and only export to mesh when you're done.

I created a few files that I actually couldn't open again because I 
screwed something up, and quit trying. A poor excuse, I know.

> Well... can you send me the huge meshes, at least? :) I want to try 
> rendering your scene!

The smallest I can squeeze it down to is 13 megs, and that's with the 7z 
compression format--15 megs is still the best I can get out of zip. Do 
you want me to try emailing it to you?

-- 
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

I'm sorry Dave, I'm afraid I can't do that.
     -- HAL 9000


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From: Nicolas Alvarez
Subject: Re: Systema Metropolis: In the Wild
Date: 11 Feb 2008 23:30:20
Message: <47b120dc$1@news.povray.org>

>> Well... can you send me the huge meshes, at least? :) I want to try 
>> rendering your scene!
> 
> The smallest I can squeeze it down to is 13 megs, and that's with the 7z 
> compression format--15 megs is still the best I can get out of zip. Do 
> you want me to try emailing it to you?
> 

I have 7-zip; and even 20 megs would be acceptable, I can download at 
70KB/s (now that my connection got back working correctly!).


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From: Nicolas Alvarez
Subject: Re: Systema Metropolis: In the Wild
Date: 12 Feb 2008 15:36:51
Message: <47b20363$1@news.povray.org>

> Well... can you send me the huge meshes, at least? :) I want to try 
> rendering your scene!

Takes one whole minute to parse the meshes! I'm sure it's not the loops 
on placeLandscape; I added debug statements before each #include. 60 
seconds to parse loop-less code seems extreme :D

And rendering with +q2 and no area light takes 18 seconds. I would 
really like to save the meshes in binary format so they can be loaded 
instantly :(


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From: Nicolas Alvarez
Subject: Re: Systema Metropolis: In the Wild
Date: 12 Feb 2008 18:26:17
Message: <47b22b19@news.povray.org>
I'm planning to render the scene at a silly-high resolution. Stay tuned.


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From: Nicolas Alvarez
Subject: Re: Systema Metropolis: In the Wild
Date: 12 Feb 2008 19:10:08
Message: <47b23560$1@news.povray.org>

> I'm planning to render the scene at a silly-high resolution. Stay tuned.

Render times between tiles vary way too much. I can't stand a 1m 14s 
parse and 42 second render; but if I make tiles bigger, some may go up 
to hours.

So, the idea of biggest-damn-render-you-have-ever-seen is suspended 
until I get dynamic tiles to work.


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From: William Tracy
Subject: Re: Systema Metropolis: In the Wild
Date: 12 Feb 2008 20:23:25
Message: <47b2468d$1@news.povray.org>
Nicolas Alvarez wrote:
> Takes one whole minute to parse the meshes! I'm sure it's not the loops 
> on placeLandscape; I added debug statements before each #include. 60 
> seconds to parse loop-less code seems extreme :D

Wow--I still thought it was the loops that were taking all the time.

I need to see about cranking down the Pov-Tree mesh resolution, then.

-- 
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu


ManyThings, and Nothing constructors



from a single ManyThings and a single
Nothing.
     -- Professor Keen, homework assignment 1, CSC 430


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From: William Tracy
Subject: Re: Systema Metropolis: In the Wild
Date: 12 Feb 2008 20:24:53
Message: <47b246e5$1@news.povray.org>
Nicolas Alvarez wrote:
> I'm planning to render the scene at a silly-high resolution. Stay tuned.

The grass textures barely hold up as it is. :-P The rest of the scene 
should look reasonable at higher resolutions, though.

Are you rendering the RSOCP, or the robots? :-)

-- 
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu


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From: Nicolas Alvarez
Subject: Re: Systema Metropolis: In the Wild
Date: 12 Feb 2008 20:36:04
Message: <47b24984$1@news.povray.org>

> Nicolas Alvarez wrote:
>> I'm planning to render the scene at a silly-high resolution. Stay tuned.
> 
> The grass textures barely hold up as it is. :-P The rest of the scene 
> should look reasonable at higher resolutions, though.

I want to see a single f***ing tree being 600 pixels high. That should 
give you an idea.


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From: William Tracy
Subject: Re: Systema Metropolis: In the Wild
Date: 12 Feb 2008 23:04:48
Message: <47b26c60$1@news.povray.org>
Nicolas Alvarez wrote:
> I want to see a single f***ing tree being 600 pixels high. That should 
> give you an idea.

Wow. I have no idea how it will look at that resolution. Even if the 
full file is too big to share, I would definitely like to see some 
details from it. :-)

I'm now playing with optimizing the scene for fast rendering, since I 
want to re-use some of the code for an animation. I could share the 
faster code with you when it's together, but I have no idea if my 
"improvements" would introduce additional artifacts at that resolution.

-- 
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

    "I don't hink it helps to make analagies between the physical and 
social worlds," Sax said primly.
    "Shut up, Sax. Go back to your virtual reality."
     -- Kim Stanley Robinson, _Red Mars_


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From: Nicolas Alvarez
Subject: Re: Systema Metropolis: In the Wild
Date: 13 Feb 2008 11:45:26
Message: <47b31ea6$1@news.povray.org>

> I'm planning to render the scene at a silly-high resolution. Stay tuned.

In the usual tiling method (setting +w and +h to the full res, and using 
+sc +ec +sr +er), I can't do it. POV-Ray crashes, because it still 
attempts to allocate memory for the whole image. However, I successfully 
managed huge tiled renders with zoomin.inc, where I set +w and +h to the 
size of a single tile.

I'll post a 2048x1536 render on p.b.i. It's not too big, as I was just 
testing, and rendering only on my machine.


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