|
![](/i/fill.gif) |
LibraryMan wrote:
> OK, as an example, here's what I get after commenting out area lights, sky
> sphere, and a not-very-complex wall object. Is it typical to have the
> bounding box(es) take such a high percentage? (I really don't understand
> what I'm seeing here)
OK, let me see what we have here...
> Bicubic Patch 1897457 0 0.00
Hmm... There's a bicubic patch somewhere in the scene, but it is not
visible at all: no intersection tests succeeded. It might be behind the
camera or something.
> Box 398678261 1683150 0.42
> Cone/Cylinder 30031777 2434654 8.11
> CSG Intersection 215095850 1551946 0.72
> CSG Merge 1113026 18718 1.68
> CSG Union 197475969 266424 0.13
> Torus 589217202 120998 0.02
> Torus Bound 589217202 151459 0.03
As you see, very few of the intersection tests with these types of objects
succeeded. For some reason, POV is doing a _lot_ of unnecessary work,
checking rays against complex objects, but failing to find intersection
points.
> Bounding Box 271143478 269643947 99.45
This is also rather strange. You seem to have a very loose bounding, with
the actual objects taking up a very small part of the total volume of
bounding boxes. That's why almost every ray hits a bounding box, but when
POV then checks a ray against the objects inside the box, it fails.
Conclusion:
Most probably you have a complex CSG construct of which only a very small
part is actually visible. POV cannot calculate an effective bounding
solution to such an object, so it ends up making a lot of work in vain. If
you bounded your object manually with bounded_by { } and tried to get it as
tight as possible, the render speed would probably increase a lot.
Post a reply to this message
|
![](/i/fill.gif) |