POV-Ray : Newsgroups : povray.animations : Render time consideration : Re: Render time consideration Server Time
1 Jul 2024 03:47:13 EDT (-0400)
  Re: Render time consideration  
From: benahpets
Date: 20 Sep 2005 10:45:00
Message: <web.43301aa9b78cbd75a14d5b880@news.povray.org>
First of all, i wanted to appologies since i realize i already ask this
question once and you nicely answer me :

http://news.povray.org/povray.animations/thread/%3Cweb.4280796cbc627e41a14d5b880%40news.povray.org%3E/

Then i will specify my question. Saying render time, i mean the whole time
it takes to produce the image. But you're true, i should have said parse
time. Parsing my scene takes at least 2 minutes for each frame (i.e. 27,5
hours for the complete animation afte a rapid calculation). That's why i
wan't to minimize the parsing time (even if it's nothing comparatively to
the render time). But it seems like it is impossible to gain time between
frame.


>Also check to see if you are running short of memory. 150Mb of geometry
>data is going to expand into a huge amount of parsed geometry. Once POV
>requires so much memory that the system starts shuffling virtual memory,
>the render times go through the roof.

No problem with memory since all the render devices have 1Go RAM.

In my scene there is two instance of my car model (itself a CSG union of
multiple mesh2 that independently moving: wheels, body, interior,...). But
the two car aren't of the same color. So POV load the model twice? Or is it
possible to create a instance of the model in memory?


Another question concerning the render time : i've increased the parameters
of antialias to solve a flickering problem
(Sampling_Method=2,Antialias_Depth=3), which explains the render time (that
used to take 5 minutes a frame before that). I think i could gain time here
too, but i know no alternatives to solve that problem...Any suggestion?

Thanks a lot for your answer.

Regards.

ben


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