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Matti Karnaattu <nomail@nomail> wrote:
> Thanks. How about meshes? I'm now working with mesh generation macro which
> greate large meshes. I think that POV-Ray sets every mesh own bounding box
> so splitting meshes greates more bounding boxes and optimization is
> possible. How can I greate optimal mesh groups?
AFAIK splitting meshes into several mesh-objects will only result in
slower rendering.
In theory the larger amount of triangles you put into one single mesh
object, the faster it will be to render (compared to putting the same
triangles into several mesh objects).
That is, for example: If you have a tree object consisting of a hundred
thousand distinct triangles (ie. all leaves and branches are different
and unique in shape), putting all the triangles into a single mesh object
gives (at least theoretically) optimal rendering speed.
Naturally if there's repetition (eg. a branch consisting of a thousand
triangles repeats 50 times in the tree) then for the sake of memory
consumption optimization it's better to make a mesh of this repeating
shape and then instantiate it several times (eg. as the branches of the
tree).
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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