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Lance Birch wrote:
>
> You can expect that from large numbers of patch objects. In a scene I made
> with sPatch, POV-Ray got my swwp-file near 1 Gig!!! The picture can be
> found on my website by the way, in the POV-Ray gallery... it's called Rose
> (It's the weird looking flower surrounded by thorns).
That would be
http://www.fortunecity.com/skyscraper/parallax/359/pov_rose.jpg
Interesting, I far prefer the following, which is one of my
favorite POV images ever... very elegant! :
http://www.fortunecity.com/skyscraper/parallax/359/pov_torus.jpg
How long did this one take to parse ? :)
Dan
--------------
http://www.flash.net/~djconnel/
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Lance Birch wrote:
/.../
> In a scene I made with sPatch, POV-Ray got my swwp-file near 1 Gig!!!
/.../
drool... drool...
I also let myself go once and had POV write almost 80Mb swap on my 300Mb HDD :(
Margus
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I think it maybe worth my while pointing out to the author of sPatch, (if his
wrote the export program) to get it to produce povray primitives instead of
patches...When exporting to povray...This makes parsing *a lot* faster as I now
know ;-)
Dan.
Dan Connelly wrote:
> Lance Birch wrote:
> >
> > You can expect that from large numbers of patch objects. In a scene I made
> > with sPatch, POV-Ray got my swwp-file near 1 Gig!!! The picture can be
> > found on my website by the way, in the POV-Ray gallery... it's called Rose
> > (It's the weird looking flower surrounded by thorns).
>
> That would be
> http://www.fortunecity.com/skyscraper/parallax/359/pov_rose.jpg
>
> Interesting, I far prefer the following, which is one of my
> favorite POV images ever... very elegant! :
> http://www.fortunecity.com/skyscraper/parallax/359/pov_torus.jpg
>
> How long did this one take to parse ? :)
>
> Dan
> --------------
> http://www.flash.net/~djconnel/
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When I first read this, I wasn't sure what you meant. Are you saying that
you made an object in sPatch and then duplicated it many times in POV-Ray?
If that's the case, I would suggest exporting the object(s) as dxf, then
convert those to POV-Ray mesh using 3Dwin or crossroads. Then make sure the
file #declares the triangles as a mesh and not as a union.
Using a declared mesh won't use large amounts of memory like bicubic
patches, since the triangles only need to be parsed once.
If that isn't the case, I don't think I can help.
-Mike
Daniel Harris wrote:
> Dear PovPeople,
> Just made myself a link object and decided to export it to a povray
> format where I then told it to link to one another in a cube...Having
> settled on a 10^3 structure I set it to render, (10 minutes later it was
> still parsing ;-( ) All in all it had increased my swap to +200Mb
>
> When exporting to povray from sPatch is there anyway to slim the
> code...My scene uses 100% primitive shapes...The only way I thought of
> doing it will be to convert my scene manually with a manually written
> primitive object using Povray's primitives. Will this bring down the
> parse time and save my swap space?
>
> Any help would be most helpful.
>
> Dan.
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Very funny Dan :-) Hmm, from memory, the parsing took about 0.25 of a
second, the rendering with those area lights was another matter though ;-)
(gulp, about 12 hours and with only one frame-level object and one
infinite!)
--
Lance.
---
For the latest MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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Lance Birch wrote:
> Very funny Dan :-) Hmm, from memory, the parsing took about 0.25 of a
> second, the rendering with those area lights was another matter though ;-)
> (gulp, about 12 hours and with only one frame-level object and one
> infinite!)
>
> --
> Lance.
>
> ---
> For the latest MAX plug-ins, images and much more, go to:
> The Zone - http://come.to/the.zone
That IS a real nice torus image Lance.
Ken Tyler
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> That IS a real nice torus image Lance.
Hmmm, are you being sincere Ken, or was that ment to be sarcastic? :)
--
Lance.
---
For the latest MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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I can truthfully say I much prefer it over a mirrored ball
floating over a checkered plain ;^ }
You give good torus.
Sincerly,
Ken Tyler
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:-)
--
Lance.
---
For the latest MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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Daniel Harris <d.h### [at] netcom co uk> writes:
> I think it maybe worth my while pointing out to the author of sPatch, (if his
> wrote the export program) to get it to produce povray primitives instead of
> patches...When exporting to povray...This makes parsing *a lot* faster as I
> now know ;-)
sPatch - as its name suggests - is written for generating objects that are
made out of (bicubic) patches. And in my opinion it does a great job in
doing this.
A bicubic patch is also a POV-Ray primitive. However, memory and time
consumption for rendering is significantly higher if you model a cube by
six bicubic patches than by the primitive "box". However, bicubic patches
are a must for modelling organic-like shapes.
Converting bicubic patches to CSG is a non-trivial task and in most cases
impossible. That's why you should use CSG where appropriate and bicubic
patches where needed. Personally, I use hand-written POV-Ray files and
include some objects that were generated by sPatch. As others suggested
you may use other modellers for the CSG part.
Happy tracing
Thomas
--
http://www.fmi.uni-konstanz.de/~willhalm
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