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