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From: Daniel Harris
Subject: sPatch -> Povray Export Argghh!
Date: 5 Nov 1998 10:21:01
Message: <3641C377.CF8C21F0@netcom.co.uk>
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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From: Dan Connelly
Subject: Re: sPatch -> Povray Export Argghh!
Date: 6 Nov 1998 04:26:42
Message: <3642C0C4.7F027E2E@flash.net>
How many patches are in your link object?  It's simple math.
10^3 is a big number.  You need to vastly reduce the number of
patches in your link.  Or, better, use CSG.

Dan

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.

-- 
http://www.flash.net/~djconnel/


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From: Nieminen Mika
Subject: Re: sPatch -> Povray Export Argghh!
Date: 6 Nov 1998 04:39:33
Message: <3642c3d5.0@news.povray.org>
Daniel Harris <d.h### [at] netcomcouk> wrote:
: My scene uses 100% primitive shapes...

  If you only use primitive shapes, maybe you should make your scene with
a modeller which supports primitive shapes of povray, such as Moray, Povlab
or PovSB.

  (by the way: when people suggest a modeller for povray, they usually only
mention Moray. Moray is not the only modeller for povray; povlab and povsb
are also great modellers so I think it should be nice if people mentioned
those too...)

-- 
                                                           - Warp. -


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From: Lance Birch
Subject: Re: sPatch -> Povray Export Argghh!
Date: 6 Nov 1998 06:12:18
Message: <3642d992.0@news.povray.org>
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).  The only time I've
got my swap-file over a Gig was when rendering an image with MAX.  It had
near 1 million polygons!!!  As you can imagine, took a while to
pre-process...

--
Lance.


---
For the latest MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone


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From: Dan Connelly
Subject: Re: sPatch -> Povray Export Argghh!
Date: 6 Nov 1998 06:30:40
Message: <3642DDD3.B2E01D32@flash.net>
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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From: Margus Ramst
Subject: Re: sPatch -> Povray Export Argghh!
Date: 6 Nov 1998 07:50:59
Message: <3642F083.EA1AE501@peak.edu.ee>
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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From: Daniel Harris
Subject: Re: sPatch -> Povray Export Argghh!
Date: 6 Nov 1998 11:33:46
Message: <3643260A.65F9C58A@netcom.co.uk>
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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From: Mike
Subject: Re: sPatch -> Povray Export Argghh!
Date: 7 Nov 1998 01:55:08
Message: <3643ED35.E2C77165@aol.com>
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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From: Lance Birch
Subject: Re: sPatch -> Povray Export Argghh!
Date: 7 Nov 1998 23:56:49
Message: <36452491.0@news.povray.org>
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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From: Ken
Subject: Re: sPatch -> Povray Export Argghh!
Date: 8 Nov 1998 00:11:18
Message: <364527AB.752CD794@pacbell.net>
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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