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> > Warning_Level=n Allows you to turn off classes of warnings.
> > +WLn Same as Warning_Level=n
I really do not know why, but +WL0 does still show the parsing error.
>> Regarding the file
>> 1) It is a nearly 10 MB .pov file.
>
>That's not a trivial scene, but I've seen .pov files four times that
>size parse in less than a minute. My current guess would be that your
>.pov file loads an excessive number of PNG files -- or, possibly more to
>the point, that it loads a reasonable number of PNG files an excessive
>number of times.
I went a step further and looked into the file.
#declare cube=pigment { image_map { png "povincludes/cube.png"} }
object { M_0
matrix <
0.7071472, -5.718298E-05, -0.7070668,
4.944397E-05, 1, -3.142396E-05,
0.7070668, -1.273882E-05, 0.7071472,
94.1652, 8.476583, -71.2338>
this Object repeats 30.000 times (!) with different numbers.
So back to the point that I want to speed things up.
Question 1: How should the file (scene?) look like when it contains a object
that is repeated 30.000 times at different locations to minimize parsing time.
Question 2: Rendering directly scales with my cpu cores. Parsing unfortunately
does not. If there is is no chance to change the file format and no chance to
switch to ssd. Is there anything that might help to improve the parsing
performance? (I tried running multiple instances of pov ray. That worked pretty
well!)
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