POV-Ray : Newsgroups : povray.general : Saving Time on multiple renders : Re: Saving Time on multiple renders Server Time
31 Jul 2024 10:20:05 EDT (-0400)
  Re: Saving Time on multiple renders  
From: gregjohn
Date: 2 Apr 2007 12:05:02
Message: <web.4611299d1e5b540640d56c170@news.povray.org>
You have run into a resource issue with your way of making movies-- using
meshes. What if you were to make your objects out of povray blobs?  Let's
say you were Pixar or some company with a whole lot of business-folks to
examine how you produced a movie, and say you were going to stick with
povray.   I wonder what eventually proves to be the most
"business-case-efficient" means of making movies  (considering engineering
+ model making + animating + rendering)--  meshes or blobs?

Perhaps someone on the POV-Team already knows the answer based on what the
software *is*.  But my hunch is that modelling things out of blobs is the
best business case for say making an Oscar(TM)-winning Best Short Film.
You can for example use #while loops to string out blobs along a spline,
then Reorient, translate, and scale each sphere to make just about any
shape you can imagine. You can then animate the spline and have all sorts
of fun.

Apologies if I'm hijacking your thread, but I've always wondered the answer
to this question.




"MattM" <nomail@nomail> wrote:
> I have no idea if this is possible or if not whether anyone things it's a
> good idea. (So please be gentle with your responses)
>
> I am rendering out several images in a file queue, each image re-uses pretty
> much the same objects. Every time an image is rendered several large tree
> meshes are parsed. So here's the question is it/would it be possible to
> cache that mesh in memory for the next image (some sort of marker on the
> object description). So when the next image was rendered it would not need
> to re-parse it. This could potentially save lots of time.
>
> I imagine this would speed up some animations for instance.


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