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Chris Huff <chr### [at] mac com> wrote:
> In article <39bf701f@news.povray.org>, Geoff Wedig
> <wed### [at] darwin epbi cwru edu> wrote:
>> Trust me, I understand. I'm not adverse to high parse times, though.
>> Some of my code takes ~2 hours to parse, then another 2-3 to
>> allocate memory/bounding boxes, etc. *then* I get to render. It
>> gets about three lines in 12 hours. I run it over night/while I'm at
>> work (which means I get to reparse each night. Ghods I wish there
>> was a 'pickle' function for parsed POV files!). It might be done by
>> Christmas.
> "Pickle" function?
Sorry, python term. Pickling an object is taking it and turning it into a
file. Basically, I'm thinking of something like a memory map of the object
space saved to disk. This would require no parsing, basically, because the
memory map could then be reloaded and just placed in memory.
> You could have it output the objects after calculating them, so the
> calculations don't have to be done again. The file sizes would probably
> be quite big, though.
*very* big. The current image is >200,000 objects, most with their own
textures (based on an algorithm). I don't think that's practical.
> You might also get a speedup by turning vista buffering off...doing that
> will slow down rendering, but the 2-3 hours you save by not calculating
> them might make it worth it. It will also cut your memory usage down a
> bit.
Unfortunately, many of the objects are small, so removing vista buffers and
bounding boxes would be fatal (I think. I must admit I don't know for sure)
> If not all of the objects are visible and they aren't reflective or
> transparent, consider dropping some of them from the scene.
already done. There were a few that cast particular shadows that I removed
after those shadows were rendered (because I'm doing this incrementally, I
can do that)
Most of the problem is related to disk thrashing, I must admit. I have 256
MB, and after the parse it never goes to disk, but while it's parsing, the
disk goes non-stop. It's pretty ugly.
To be honest, I could reduce a lot of the work done in the macros given the
new features added in Megapov. I just haven't had time so far to fiddle
with the code.
> Instead of writing a separate program, you could do what I did with my
> particle system, and turn it into a POV patch. If you want to get points
> on an object, you have all the necessary tools right there.
I didn't have the time to learn the POV code. Secondly, I really wasn't
certain that doing it in pov was the best thing (from an efficiency
standpoint) and finally, I could run my simulation on a different computer,
so it could run while I rendered other stuff.
I haven't looked at your particle system patch yet, but I plan to the next
time I have a reason to use it.
Geoff
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