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Once again, I must comment :)
>thousands of spheres (using Biowin) , and from my experience there's *no
>way* that I'd be able to use more than a few hundred spheres in a mesh
based
>program. As far as I'm concerned, it's the use of mathematically defined
Well actually I've done a scene with over 5 million triangles and it wasn't
that bad. Actually just the other day I imported a protein model of 5000 or
so atoms and connections and it didn't really have a problem (took a few
minutes to load initially but after that there were no problems).
> it is both faster and less memory intensive to create. 3ds max to create
> an equivalent smooth sphere without using surface normal smoothing
> requires 1000's of triangles to represent
Very true for POV-Ray's architecture. POV-Ray just wasn't meant to load
millions of triangles. The number of triangles I usually use for a
geosphere (not a sphere, a geosphere, which is much more optimal) is about
200-800 or above if I need extra smoothness of the camera is particularly
close. If it's a variable range thing, I just make the sphere a NURBS
surface and let the renderer figure it out :)
But of course once again, it depends on the program. And once again, I must
say that I think POV-Ray should be left as it is.
--
Lance.
---
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