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Christopher James Huff wrote:
> In article <3f68b72f$1@news.povray.org>, Brent G <pov### [at] bc-hqcom>
> wrote:
>
>
>>Yay :) Sorry I'm bugging you all with so many questions but . . . I got
>>a question. Using Gilles' MakeGrass macro, I've created a nice patch of
>>grass, only problem is that it's a mesh 100k some triangles (Yikes) and
>>in relation to the rest of my scene it's a small portion, so I'll have
>>to use alot of these patches . . now herein lies the problem, having to
>>parse 100k triangles a few hundred times is . . . not good? I'm sure I'm
>>missing something obvious here. . . .
>
>
> You only parse it once, and use multiple copies of it. Actually, you
> should make several different patches, and pick from them randomly to
> avoid tiling artifacts.
>
> When copying a mesh, POV will keep just one instance of the actual mesh
> data. 100 copies of that 100K triangle mesh will store 100K triangles
> and their associated data and 100 references to that data. This is what
> makes meshes so useful for grass.
>
object {
#include "fgrass1.inc"
texture {
pigment {
dents
triangle_wave
color_map {
[0.0 rgb <0.0, 0.4, 0.1>]
[1.0 rgb <0.1, 0.6, 0.2>]
}
}
}
scale 0.08
translate <0.5,0.6,-8.0>
}
Would that be correct then? Just alternate the #include line between
grass patches?
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