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"Gilles Tran" <tra### [at] inapg inra fr> wrote in message
news:3f9eae78$1@news.povray.org...
| scenes that takes several minutes to parse limit your own
| development time.
I have an advantage here in that I already know the shape of what I am
developing, so adjustments in that area will not be required. I am
writing my code to produce dummies at the same time it produces a
high-resolution mesh, so this will help me a lot when it comes to
texturing and positioning the scene.
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| - some meshes (typically man-made objects rather than
| organic ones) can benefit from symmetry and repetition.
Yes, I am fortunate in that my model has a lot of symmetry and
repitition. It does, however, also have an incredible amount of distinct
pieces.
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| - Modellers can also help you to reduce the poly count.
Well, I'd use a modeler if I could, but I can't stand losing control
over each and every one of my vertices. I am writing new code which is
very stingy with vertices, so I doubt that anything could be reduced
anyway.
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| - render in several passes.
After the disappointing results of my tests, I think that this will be
the best way to go. A real advantage of this method is that it will be
simple after my render is complete to assemble a full-resolution mesh
with no compromises. I may not be able to render it, but at least I'll
have the complete model.
Thank you,
-Shay
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