POV-Ray : Newsgroups : povray.general : Rendering Times Server Time
27 Nov 2024 18:27:36 EST (-0500)
  Rendering Times (Message 1 to 10 of 10)  
From: Aarqon
Subject: Rendering Times
Date: 1 May 2008 14:40:00
Message: <web.481a0daf93e49df8fd5d0c920@news.povray.org>
I see some pictures on the IRTC that took hours to render on powerful computers,
yet I can render a scene with almost 200,000 objects in just a matter of minutes
on an average computer. What is happening here?


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From: Zeger Knaepen
Subject: Re: Rendering Times
Date: 1 May 2008 15:26:06
Message: <481a194e@news.povray.org>
"Aarqon" <aar### [at] gmailcom> wrote in message 
news:web.481a0daf93e49df8fd5d0c920@news.povray.org...
>I see some pictures on the IRTC that took hours to render on powerful 
>computers,
> yet I can render a scene with almost 200,000 objects in just a matter of 
> minutes
> on an average computer. What is happening here?

advanced textures (texture_maps), advanced lighting (area_light), media, 
radiosity, isosurfaces... they all slow down the render by massive amounts, 
but add equal amounts of realism :)

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: Warp
Subject: Re: Rendering Times
Date: 1 May 2008 16:00:02
Message: <481a2142@news.povray.org>
Aarqon <aar### [at] gmailcom> wrote:
> I see some pictures on the IRTC that took hours to render on powerful computers,
> yet I can render a scene with almost 200,000 objects in just a matter of minutes
> on an average computer. What is happening here?

  Try defining transparency, reflection and refraction to those objects.

-- 
                                                          - Warp


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From: Jan Dvorak
Subject: Re: Rendering Times
Date: 1 May 2008 16:26:22
Message: <481a276e$1@news.povray.org>
Warp napsal(a):
> Aarqon <aar### [at] gmailcom> wrote:
>> I see some pictures on the IRTC that took hours to render on powerful computers,
>> yet I can render a scene with almost 200,000 objects in just a matter of minutes
>> on an average computer. What is happening here?
> 
>   Try defining transparency, reflection and refraction to those objects.
> 
Dispersion will do perfectly (you can crank up the sample count).
Strong antialiasing also takes its time.
Blurred reflection is very intensive.
The slowest object in povray is a parametric surface but it is rarely used.
Complex isosurfaces (as Zeger mentioned) are common and may be very slow.


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From: Aarqon
Subject: Re: Rendering Times
Date: 1 May 2008 16:40:00
Message: <web.481a29e1ab1120b7fd5d0c920@news.povray.org>
"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> "Aarqon" <aar### [at] gmailcom> wrote in message
> news:web.481a0daf93e49df8fd5d0c920@news.povray.org...
> >I see some pictures on the IRTC that took hours to render on powerful
> >computers,
> > yet I can render a scene with almost 200,000 objects in just a matter of
> > minutes
> > on an average computer. What is happening here?
>
> advanced textures (texture_maps), advanced lighting (area_light), media,
> radiosity, isosurfaces... they all slow down the render by massive amounts,
> but add equal amounts of realism :)
>
> cu!
> --
> #macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
> sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
> #end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
> _(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com

I didn't really use any of those, so that explains it.
PS One of the IRTC pics apparently took over  four days to render just the top
half. :P Granted it was a really cool pic. Fire and Water I think.


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From: Alain
Subject: Re: Rendering Times
Date: 1 May 2008 20:04:06
Message: <481a5a76$1@news.povray.org>
Aarqon nous illumina en ce 2008/05/01 14:36 -->
> I see some pictures on the IRTC that took hours to render on powerful computers,
> yet I can render a scene with almost 200,000 objects in just a matter of minutes
> on an average computer. What is happening here?
> 
> 
Take your scene with about 1/10th the object count.
Use some complex layered textures.
Make them partialy transparent and add some variable reflection.
Add an interior block with ior, dispersion and color fading. Crank op 
max_trace_level to 255 as you'll need that.
Add some blured reflection,... and refraction.

Turn on antialiasing: +am2 +a0.01 +r5

Now, your scene that rendered in minutes will render in hours, if not days.
And you don't have any isosurface nor parametric.

-- 
Alain
-------------------------------------------------
HAMMER:  Originally employed as a weapon of war, the hammer nowadays is used as 
a kind of divining rod to locate expensive bike parts not far from the object we 
are trying to hit.


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From: Aarqon
Subject: Re: Rendering Times
Date: 5 May 2008 13:35:01
Message: <web.481f44b5ab1120b7bc52d3e20@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> Aarqon nous illumina en ce 2008/05/01 14:36 -->
> > I see some pictures on the IRTC that took hours to render on powerful computers,
> > yet I can render a scene with almost 200,000 objects in just a matter of minutes
> > on an average computer. What is happening here?
> >
> >
> Take your scene with about 1/10th the object count.
> Use some complex layered textures.
> Make them partialy transparent and add some variable reflection.
> Add an interior block with ior, dispersion and color fading. Crank op
> max_trace_level to 255 as you'll need that.
> Add some blured reflection,... and refraction.
>
> Turn on antialiasing: +am2 +a0.01 +r5
>
> Now, your scene that rendered in minutes will render in hours, if not days.
> And you don't have any isosurface nor parametric.
>
> --
> Alain
> -------------------------------------------------
> HAMMER:  Originally employed as a weapon of war, the hammer nowadays is used as
> a kind of divining rod to locate expensive bike parts not far from the object we
> are trying to hit.

So a lot of work goes into it, work that isn't in mine.  :B
I try.
Also, how long would it take if I did all that with my 200,000 objects?


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From: Nicolas Alvarez
Subject: Re: Rendering Times
Date: 5 May 2008 19:56:28
Message: <481f9eac@news.povray.org>
Aarqon wrote:
> Also, how long would it take if I did all that with my 200,000 objects?

Try it and see? :)


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From: Ger
Subject: Re: Rendering Times
Date: 5 May 2008 20:37:24
Message: <481fa844@news.povray.org>
Nicolas Alvarez wrote:

> Aarqon wrote:
>> Also, how long would it take if I did all that with my 200,000 objects?
> 
> Try it and see? :)

In this case, when applying all known trickery to 200.000 objects, you may
not live long enough to see the result
-- 
Ger


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From: Alain
Subject: Re: Rendering Times
Date: 5 May 2008 23:28:52
Message: <481fd074$1@news.povray.org>
Aarqon nous illumina en ce 2008/05/05 13:32 -->
> Alain <ele### [at] netscapenet> wrote:
>> Aarqon nous illumina en ce 2008/05/01 14:36 -->
>>> I see some pictures on the IRTC that took hours to render on powerful computers,
>>> yet I can render a scene with almost 200,000 objects in just a matter of minutes
>>> on an average computer. What is happening here?
>>>
>>>
>> Take your scene with about 1/10th the object count.
>> Use some complex layered textures.
>> Make them partialy transparent and add some variable reflection.
>> Add an interior block with ior, dispersion and color fading. Crank op
>> max_trace_level to 255 as you'll need that.
>> Add some blured reflection,... and refraction.
>>
>> Turn on antialiasing: +am2 +a0.01 +r5
>>
>> Now, your scene that rendered in minutes will render in hours, if not days.
>> And you don't have any isosurface nor parametric.
>>
>> --
>> Alain
>> -------------------------------------------------
>> HAMMER:  Originally employed as a weapon of war, the hammer nowadays is used as
>> a kind of divining rod to locate expensive bike parts not far from the object we
>> are trying to hit.
> 
> So a lot of work goes into it, work that isn't in mine.  :B
> I try.
> Also, how long would it take if I did all that with my 200,000 objects?
> 
> 
I don't think that going from 10 000 to 200 000, or 500 000 or even 1 000 000, 
objects will make a big difference on the render time, but it will have a big 
effect on the parsing time. Available ram and swaping can become a big factor in 
the render time.
Now, add some area_light, then, add scathering media, not fog.

-- 
Alain
-------------------------------------------------
If you can’t get your work done in the first 24 hr’s, work nights.


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