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Question to those who work with meshes:
my current scene has a long huge pole (diameter 600 units=meters, from -200z
to +1800z) and many vertical cylinders with spheres at their ends inside
which are cut at the huge main cylinder's edge (intersection or difference).
The rendering speed is torturing slooow.
Having this transformed to a mesh, would it render faster?
Greetings,
Sven
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"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
news:44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
> from -200z to +1800z) and many vertical cylinders with spheres at their
> ends inside which are cut at the huge main cylinder's edge (intersection
> or difference). The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
Hi Sven,
If you're cutting a lot of holes in your main cylinder, then you may be
running into the problem that Mike Williams has covered in his tutorial at
http://www.econym.demon.co.uk/holetut/index.htm.
Regards,
Chris B.
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44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
from -200z
> to +1800z) and many vertical cylinders with spheres at their ends inside
> which are cut at the huge main cylinder's edge (intersection or
difference).
> The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
>
Likely : calculing lot of differences with a huge object is time consuming,
rendering it as a mesh is very faster.
are your vertical cylinder with sphere all the same?.
If yes, you could make one difference with a short cylinder and multicopy it
all along (with rotations around z) to build a long cylinder
Marc
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Sven Littkowski nous apporta ses lumieres en ce 21/05/2006 07:51:
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters, from -200z
> to +1800z) and many vertical cylinders with spheres at their ends inside
> which are cut at the huge main cylinder's edge (intersection or difference).
> The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
>
Is your camera inside that object? Are all those protuding elements like buildings
constructed on
the iner face? Try to use an union instead. If you don't see the outer part, there
won't be any
difference, but will render much faster.
You can also give some thickness to the cylinder wall by differencing it from a
slightly larger one.
--
Alain
-------------------------------------------------
Feminism: Men are shit.
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Hi!
Please have a look to the "SciFi: Preview XX: Imperial Carrier" (inside the
"povray.binaries.images" newsgroup) to see the large bays of a starship.
These bays cause that slowing in the render procedure.
Greetings,
Sven
"Sven Littkowski" <sve### [at] jamaica-focuscom> schrieb im Newsbeitrag
news:44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
> from -200z to +1800z) and many vertical cylinders with spheres at their
> ends inside which are cut at the huge main cylinder's edge (intersection
> or difference). The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
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44707e14$1@news.povray.org...
> Hi!
>
> Please have a look to the "SciFi: Preview XX: Imperial Carrier" (inside
the
> "povray.binaries.images" newsgroup) to see the large bays of a starship.
> These bays cause that slowing in the render procedure.
>
> Greetings,
>
Because they are CSG? waaa I understand.... you could speed up your render
by 100 at least.
why not to declare a union of theses bays and use them for an
object_pattern texture_map ?
Marc
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From: Sven Littkowski
Subject: Re: Any tool to transform objects to meshes
Date: 21 May 2006 12:57:30
Message: <44709bfa@news.povray.org>
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Hmmm, how would that be done? I have not yet ever used such as an
object_pattern texture_map.
About the scene:
- most of the cylinders are randomly placed,
- all cylinders have different sizes,
- all cylinders have a texture of map_type 2 (cylinder-type texture).
Marc, can you write more information about such object_pattern
texture_maps?
Greetings, thanks,
Sven
"M_a_r_c" <jac### [at] wanadoofr> schrieb im Newsbeitrag
news:44708a80@news.povray.org...
> Because they are CSG? waaa I understand.... you could speed up your render
> by 100 at least.
> why not to declare a union of theses bays and use them for an
> object_pattern texture_map ?
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44709bfa@news.povray.org...
> Marc, can you write more information about such object_pattern
> texture_maps?
>
> Greetings, thanks,
>
> Sven
For object_pattern
http://www.povray.org/documentation/view/3.6.1/386/
for texture_map
http://www.povray.org/documentation/view/3.6.1/353/
something as
#declare Bays=union{all_your_bays}//you must declare your bays as an
textureless object (a union in this case)
#declare Overall_texture=texture{
object{Bays
texture{your_texture}//the NOT bay texture
texture{Bay_texture}//the bay texture
}
}
Marc
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You might try the "CSG To Mesh" thread in the p.t.s-f group that I posted a
long while ago under another name... oh, my secrets out.
--
#####-----#####-----#####
POV Tips and Hints at ...
http://povman.blogspot.com/
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Hi J.. -ah, Povman!
Thanks a lot for your maybe golden hint. I downloaded the .pov file but have
not tried it out yet, because I am at the end of this day. I am going to
render fantastic worlds in my dreams very soon.
Thanks a lot, please expect my feedback! Best greetings,
Sven
"POVMAN" <s### [at] acom> schrieb im Newsbeitrag news:44718365@news.povray.org...
> You might try the "CSG To Mesh" thread in the p.t.s-f group that I posted
> a long while ago under another name... oh, my secrets out.
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