POV-Ray : Newsgroups : povray.newusers : #include, animations, : Re: #include, animations, Server Time
29 Jul 2024 06:16:15 EDT (-0400)
  Re: #include, animations,  
From: PM 2Ring
Date: 4 Jun 2006 08:55:01
Message: <web.4482d7ee6c88dcbf76ba2c900@news.povray.org>
Skywise <int### [at] oblivionnothingcom> wrote:
> I'm not really a new user since I've been using the program since
> DKBTrace. But since I'm new to the POVRay newsgroups, and I've
> only really dabbled with POVRay, I'll consider myself a 'noob'.

Welcome, fellow DKBtrace person!

> I am using an external program to generate scene files, which
> consist of a few to sometimes thousands of spheres. No problem here.
> Each scene renders in 2 seconds. But, I'm doing hundreds of frames

> Since POVRay doesn't pause so long between renders when it does
> animations, I got the bright (?) idea of turning each scene into
> an include file and just rendering one pov file. I used the clock
> parameter to generate the include filename on each pass.
>
> Although the method works, the weird thing is that each frame
> takes longer than the previous, so that by the 70th frame the
> scene is taking over a minute instead of the 2 seconds it should.
>
> Here's some relevant code:
>
> my resolution.ini....
>
>   [640x480, No AA, 365 frames]
>   Width=640
>   Height=480
>   Antialias=Off
>   Initial_Frame=1
>   Final_Frame=365
>   Initial_Clock=0
>   Final_Clock=364
>
> from the pov file....
>
>   #declare framenumber = clock+1;
>   #declare name = "spheres";
>   #declare frame = str(framenumber, -4, 0);
>   #declare extension = ".inc";
>   #declare filename = concat(name, frame, extension);
>
>   #include filename

Your code looks fine. I'm just guessing, but I think it may be a memory
issue. Try using #undef to get rid of the data from each scene before
loading the next one.


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