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Recently, I've been working with a picture where I used a sphere spline for
the handle of a vase. Now, without the spline, the scene renders in a few
minutes. With it, it takes well over an hour (I didn't let it finish), even
though the spline is a very small segment of the pic. Why does it take so
long? Could it be a bounding box issue? Every pixel was taking longer,
regardless of the location relative to the sphere_spline.
If it's not that, does anyone else have any suggestions?
Geoff
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Geoff Wedig wrote:
> Recently, I've been working with a picture where I used a sphere spline for
> the handle of a vase. Now, without the spline, the scene renders in a few
> minutes. With it, it takes well over an hour (I didn't let it finish), even
> though the spline is a very small segment of the pic. Why does it take so
> long? Could it be a bounding box issue? Every pixel was taking longer,
> regardless of the location relative to the sphere_spline.
>
> If it's not that, does anyone else have any suggestions?
Suggestion one: bound it manually. The object won't have such a drastic effect
on the scene, though the object itself will still render slowly. Actually, a
fixed sphere_sweep object would be much appreciated...
Suggestion two: use the init_3d_spline function to concatenate spheres and
cylinders. It's less smooth and flexible but it works fine in most cases and
renders fast.
G.
--
**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery
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Gilles Tran <tra### [at] inapginrafr> wrote:
> Geoff Wedig wrote:
>> Recently, I've been working with a picture where I used a sphere spline for
>> the handle of a vase. Now, without the spline, the scene renders in a few
>> minutes. With it, it takes well over an hour (I didn't let it finish), even
>> though the spline is a very small segment of the pic. Why does it take so
>> long? Could it be a bounding box issue? Every pixel was taking longer,
>> regardless of the location relative to the sphere_spline.
>>
>> If it's not that, does anyone else have any suggestions?
> Suggestion one: bound it manually. The object won't have such a drastic effect
> on the scene, though the object itself will still render slowly. Actually, a
> fixed sphere_sweep object would be much appreciated...
I'm going to try this. Just haven't had a chance yet. A fixed version
would be really nice, but I don't have the code know-how to do it (well, I
don't know the POV code. I could write something, I'm sure.
> Suggestion two: use the init_3d_spline function to concatenate spheres and
> cylinders. It's less smooth and flexible but it works fine in most cases and
> renders fast.
Might work in this scene, since the detail is small, but I like the smooth
feel of the sphere splines in detail, which is really slow, because of where
it's located.
Geoff
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Geoff Wedig <wed### [at] darwinepbicwruedu> wrote:
> Gilles Tran <tra### [at] inapginrafr> wrote:
>> Geoff Wedig wrote:
>>> Recently, I've been working with a picture where I used a sphere spline for
>>> the handle of a vase. Now, without the spline, the scene renders in a few
>>> minutes. With it, it takes well over an hour (I didn't let it finish), even
>>> though the spline is a very small segment of the pic. Why does it take so
>>> long? Could it be a bounding box issue? Every pixel was taking longer,
>>> regardless of the location relative to the sphere_spline.
>>>
>>> If it's not that, does anyone else have any suggestions?
>> Suggestion one: bound it manually. The object won't have such a drastic effect
>> on the scene, though the object itself will still render slowly. Actually, a
>> fixed sphere_sweep object would be much appreciated...
> I'm going to try this. Just haven't had a chance yet. A fixed version
> would be really nice, but I don't have the code know-how to do it (well, I
> don't know the POV code. I could write something, I'm sure.
Just an update, adding a manual bounding box does help a lot, but it's still
noticably slower. The only other thing I've included that I didn't before
is a rotational object. I suppose I can bound that too. Maybe that'll do
it. *grumble*.
Geoff
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