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Christopher James Huff wrote:
> none having anything near 100 million triangles. You could set things up so
> you have one bigger mesh with variable amounts of detail, highest in the
> canyon...simpler but less efficient, but nowhere near as bad as your
> idea of using a full-resolution mesh of an entire freaking planet.
> *That* is just wasteful on current systems, even if you have the RAM for
> it.
I'm rendering a scene right now that has over 130 million triangles and
the parse time for just the mesh include files is about 8 minutes on my
1 ghz machine. Add in texture computations, radiosity, area lighting,
the trace function and few other things, the total parse time is around
12 min. I would hate to do that for every frame of an animation...!
--
Ken Tyler
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