|
 |
Juergen Scharfy wrote:
>
> [...]
> But what is the difference? If I make single objects, POV builds a bounding
> box around it at doesn't care about the object if the ray doesn't hit it.
> This check is done on a pretty high level. Any sub-processing is skipped for
> this object.
> If it is a single mesh with a lot of holes in it (between the leaves) it
> hits the bounding box all the time and has to analyse the mesh-triangles
> before it decides to do nothing. Is that really faster?
It is much faster unless you build a bounding box hierarchy yourself. If
not, Povray always has to test against all the bounding boxes of several
thousand shapes which can be quite slow. For a mesh it generates a very
efficient bounding structure (octree). Apart from this the latter has
serious advantages if you want to render more than one fern
Transforming the vertices is not that much of a problem with
'vtransform()' but this is only available in megapov/Povray 3.5.
> That would be cool of course. I have first to get used to the file routine
> stuff (if any) in POV 3.1g. AFAIK there is a lot of support for this in 3.5
> beta but I don't want to download a new beta (which costs me almost an hour)
> every 2 or 3 weeks.
There is not much in Povray 3.5 to simplify this apart from some macros
like 'VStr()'. You can find a good example how to do file writing in the
maketree include file.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
|
 |