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Hello,
a simple solution is to use Elefont (http://www.armanisoft.ch)
it's free. The text will be save as DXF. After you transform DXF to
POV with Crossroad (http://www.europa.com/~keithr/crossroads/) or
with 3DWin (http://www.stmuc.com/thbaier/). Then the text will be a
mesh (use WinMeshComp
(http://www.geocities.com/SiliconValley/Lakes/1434/download/mc21win.zip)
to reduce the size of the include and/or to transform into Mesh2 if you
use MegaPov). Mesh and Mesh2 are much fast to render than text object.
I hope this help.
Fabian Brau.
Lo van den Berg wrote:
>
> Hi,
>
> I have made the following simple image. It renders in under 4 minutes.
> To my astonishment the addition of a text object causes a render time
> 43times longer than without. The source is included and contains the
> version with the textobject.
>
> At 576x432:
> with Textobject : 2h 54m
> without Textobject: 0h 4m
>
> Also the statistics tell me:
> Ray->Shape Intersection Tests Succeeded Percentage
> True Type Font 60249600 11479 0.02
>
> Why? Can anybody explain?
>
> Lo van den Berg
> lov### [at] yahoocom
>
> ------------------------------------------------------------------------
> [Image]
>
> ------------------------------------------------------------------------
> #include "colors.inc"
> #include "metals.inc"
> #include "golds.inc"
>
> // -----------------TEXTURES---------------
> #declare Tx1=texture {
> T_Gold_5D
> normal {
> granite .35
> turbulence .25
> frequency 5
> }
> scale 2.111
> }
>
> #declare Tx2=texture {
> T_Chrome_2A
> normal {
> bumps .81
> turbulence .77
> }
> finish {
> reflection 0.1
> metallic
> }
> scale 2.21
> }
>
> #declare BaseTexture=texture {
> pigment { color White }
> finish { reflection 0.23 }
> }
>
> #declare RecursionTexture=texture {
> pigment { color Black }
> finish { reflection 0.43 }
> }
>
> #declare JoyTexture=texture {
> pigment {
> color rgb <24/255,107/255,165/255>
> }
> finish {
> reflection 0.6
> }
> }
>
> #declare MaterialTexture=texture {
> material_map {
> gif "joy.gif"
> interpolate 2
> texture { RecursionTexture }
> texture { JoyTexture }
> }
> rotate 90*x
> }
>
> // -----------------MACROS---------------
> #macro RecText( iRecLevel,iScaleFraction,iBaseTexture,iRecTexture )
> texture {
> checker
> texture { iBaseTexture }
> #if (iRecLevel=0)
> texture { iRecTexture }
> #else
> RecText( iRecLevel-1,iScaleFraction,iRecTexture,iBaseTexture )
> scale 1/iScaleFraction
> #end
> }
> #end
>
> plane {
> y, 0
> RecText( 2, 3, MaterialTexture, RecursionTexture )
> }
>
> camera
> {
> location < 0.0, 2.0,-7.0>
> look_at < 0.0, 0.5, 0.0>
> // look_at < 0.0, 0.0,-7.0>
> }
>
> light_source
> {
> < 0.0, 20.0, -20.0>
> color White
> }
>
> light_source
> {
> < 20.0, 25.0, -25.0>
> color White
> }
>
> difference {
> plane {
> z, 0
> texture {
> material_map {
> gif "joy.gif"
> interpolate 2
> once
> texture { pigment { color rgbt <0,0,0,1> } }
> texture { Tx2 }
> }
> translate <-0.5,-0.03, 0.0>
> scale 3
> }
> bounded_by {
> box { <-1.5, 0.0,-0.01>,<1.5,3.0,0.01> }
> }
> }
> text {
> ttf "timrom.ttf"
> "High Tech Automation"
> 0.1, 0
> scale 0.15
> translate <-0.2, 2.6,-0.01>
> }
> hollow
> }
>
> intersection {
> plane {
> z, 0
> texture {
> material_map {
> gif "joy.gif"
> interpolate 2
> once
> texture { JoyTexture }
> texture { pigment { color rgbt <0,0,0,1> } }
> }
> }
> }
> box {
> < 0.01,0.01,-0.01>, < 0.99,0.99,0.01>
> texture { pigment { color rgbt <0,0,0,1> } }
> }
> translate <-0.1,-0.03,-0.3>
> scale 3
> hollow
> }
>
> light_source {
> < 3,4,-3>,
> color White
> spotlight
> radius 15
> falloff 20
> point_at <0,1.5,-0.3>
> }
>
> /*
> fog {
> fog_type 2
> color rgbt <1,1,1,0.3>
> distance 10
> fog_offset 0
> fog_alt 1
> }
> */
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