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Dave Matthews <ns### [at] nospam edu> wrote:
> As I posted in P.B.I., I "found" (I'm sure many people have beat me to
> it, but I hadn't seen it before) a simple way to greatly increase
> rendering speed for a general CSG difference, by simply using a "blob"
> rather than a "union" to make the "holes." In addition, there seems to
> be yet another (smaller) improvement, by intersecting with a blob full
> of holes, rather than simply differencing with a positive
> "hole-punching" blob.
Excellent! I'd noticed that differencing spheres from blob objects was much
faster than differencing spheres from unions (something about an internal
bounding hierarchy for blobs and meshes is in the documentation, IIRC) but
I never thought to try the opposite. This is going to save me substantial
amounts of time. Thanks for pointing this trick out!
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