|
|
Hi,
thank you!
However, I can confirm 2)
In one scene, I have approx. 5000 spheres (hollow, with emitting media in the
interior statement) which - as "photons" travel through a lens system depicting
how light diffraction works. If these photons come closer and closer and finally
many of them overlap in the focus, the error occurs.
My work-around is to lower the number of "photons" (the emitting spheres) in my
animation for the frames when they come close together, which pretty works.
I observed this overlap-effect in several different scenes, so are you sure this
error has nothing to do with it?
Le_Forgeron <lef### [at] freefr> wrote:
> Le 02/04/2014 08:45, Sereib a écrit :
> > Hi,
> >
> > I know this issue has frequently been discussed, but I would like to understand
> > the reason with the goal, to adjust my scene:
> >
> > In a scene with many transparent objects with emitting media such as:
> >
> > sphere{P, r pigment{rgbt 1} hollow no_shadow interior{media{emission rgb 1}}}
> >
> > rendering stops with the message:
> >
> > Internal limit exceeded in FixedSimpleVector
> > Fatal error in renderer: A POV-Ray internal nesting limit was reached.
> > Render failed
> >
> > if
> >
> > 1) the number of objects exceeds a certain number
>
> Nope, not directly. But the number of media might.
>
> >
> > 2) the objects come close to each other and overlap
>
> Neither.
>
> >
> > Changing bounding on/off or max_trace_level does not help.
> >
> > Is there anything I can do?
>
> Without seeing your code, it's difficult to say.
>
> The limit is inherited from old code (that used static C array in
> structure). When the conversion was done, I guess the single allocation
> aspect was kept for simplicity of handling failure (and speed!)
> (allocate the whole array on first element). It has been tagged to be
> corrected... later.
>
> Workaround: If you are compiling your own povray, you can raise the
> values which sizes the various FixedSimpleVector:
> * LIGHTSOURCE_VECTOR_SIZE
> * MEDIA_VECTOR_SIZE
> * MEDIA_INTERVAL_VECTOR_SIZE
> * LIT_INTERVAL_VECTOR_SIZE
> * LIGHT_INTERSECTION_VECTOR_SIZE
> * RAYINTERIOR_VECTOR_SIZE
> * WEIGHTEDTEXTURE_VECTOR_SIZE
>
>
> --
> Just because nobody complains does not mean all parachutes are perfect.
Post a reply to this message
|
|