POV-Ray : Newsgroups : povray.binaries.images : This may be my first *complete* scene (75K) : Re: This may be my first *complete* scene (75K) Server Time
16 Aug 2024 10:27:35 EDT (-0400)
  Re: This may be my first *complete* scene (75K)  
From: jimbobjim
Date: 23 Feb 2002 12:06:50
Message: <3c77cc2a@news.povray.org>
----- Original Message -----
From: "Christoph Hormann" <chr### [at] gmxde>
Newsgroups: povray.binaries.images
Sent: Friday, February 22, 2002 11:18 AM
Subject: Re: This may be my first *complete* scene (75K)

> First of all you must have got something wrong here.  'Pyramid2' is in
> 'shapes2.inc' and is an intersection of planes which is surely much slower
> and needs more memory than a mesh.

Argh...sorry, It seems I had a bit of finger trouble...
What I meant was Pyramid from shapes2.inc - anyway heres what i'm using:
#declare Pyramid =
   mesh {   //changed from union
      triangle { <-1, 0, -1>, <+1, 0, -1>, <0, 1, 0>  }
      triangle { <+1, 0, -1>, <+1, 0, +1>, <0, 1, 0>  }
      triangle { <-1, 0, +1>, <+1, 0, +1>, <0, 1, 0>  }
      triangle { <-1, 0, +1>, <-1, 0, -1>, <0, 1, 0>  }

      triangle { <-1, 0, -1>, <-1, 0, +1>, <1, 0, +1>  }
      triangle { <-1, 0, -1>, <+1, 0, -1>, <1, 0, +1>  }

   scale <1, 2, 1>
   translate -y
}

I then have a loop which writes an include file by generating random
translations and rotations in the form:
object {Pyramid translate <...> rotate <...>}
object {Pyramid translate <...> rotate <...>}
object {Pyramid translate <...> rotate <...>} ...x60,000

although the .inc file isn't written on every render.
Is there a more effiecient way of writing this?

Thanks
Jim


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