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After I posted my "Twysted Dodeca" image, Chris Huff said I should put
photons through it. Boy, that would look cool!
Well, I just downloaded uvPov, and tried to render the scene with a
glass twyst, sitting on a brick surface, with photon refracted caustics.
We went out to eat, and an hour and a half after it had started I
checked and it was still building photon maps! So I just shut it down
:-( Simply changing the twyst from a union to a merge, with just a
simple pigment texture, jumps the render time up some 40000%!!!! OUCH, I
apologize to my poor little P3 450 with a measly 128 RAM. I am beginning
to doubt if even networked Crays can render my scene.
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Try lowering the quality of the photon mapping. It may not look so perfect,
but at least it will render.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Nieminen Juha wrote:
>
> Try lowering the quality of the photon mapping. It may not look so perfect,
> but at least it will render.
That particular file he is talking about has so many nested objects in it
by the time he gets past the photon map building stage he is still going
to wait for ever for the merge operations to do their job. I figure without
photon mapping it is still going to take a week or two to render just
because of all of the intersection testing that will have to be performed.
I tried it with 1/10 of the total # of objects and I hit 1 pps in less than
5 min. of render time.
OUCH !
--
Ken Tyler
See my 1000+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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If you're getting lots of reflection and refraction (two-way recursion)
slowing down the photon-map building process using the unions, try just
using refraction for the photon map and ignoring reflection. Alternatively,
you can specify an ADC bailout specifically for the photon mapping to try to
decrease reflected photons that don't add much to the scene.
I'd definately at least start with a lower density of photons (more
separation between the photons).... at least for testing... you can increase
that density for the final render.
-Nathan
Larry Fontaine <lfo### [at] isdnet> wrote in message
news:37E43DBA.2072F339@isd.net...
> After I posted my "Twysted Dodeca" image, Chris Huff said I should put
> photons through it. Boy, that would look cool!
> Well, I just downloaded uvPov, and tried to render the scene with a
> glass twyst, sitting on a brick surface, with photon refracted caustics.
> We went out to eat, and an hour and a half after it had started I
> checked and it was still building photon maps! So I just shut it down
> :-( Simply changing the twyst from a union to a merge, with just a
> simple pigment texture, jumps the render time up some 40000%!!!! OUCH, I
> apologize to my poor little P3 450 with a measly 128 RAM. I am beginning
> to doubt if even networked Crays can render my scene.
>
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Hey, I'll render it for ya overnight and through school. That WILL give you
some really nice quality, as this is probably a good 15 hours straight :)
Heh.
Anyways, if you're interested in having me render this, I have a P2 400 with
128MB RAM.
--
This message brought to you by:
-=< Ian (the### [at] hotmailcom >=-
Please visit my site at http://spectere2000.cjb.net! :)
Larry Fontaine <lfo### [at] isdnet> wrote in message
news:37E43DBA.2072F339@isd.net...
> After I posted my "Twysted Dodeca" image, Chris Huff said I should put
> photons through it. Boy, that would look cool!
> Well, I just downloaded uvPov, and tried to render the scene with a
> glass twyst, sitting on a brick surface, with photon refracted caustics.
> We went out to eat, and an hour and a half after it had started I
> checked and it was still building photon maps! So I just shut it down
> :-( Simply changing the twyst from a union to a merge, with just a
> simple pigment texture, jumps the render time up some 40000%!!!! OUCH, I
> apologize to my poor little P3 450 with a measly 128 RAM. I am beginning
> to doubt if even networked Crays can render my scene.
>
Post a reply to this message
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