POV-Ray : Newsgroups : povray.competition : Two questions: : Re: Two questions: Server Time
29 Apr 2024 13:46:30 EDT (-0400)
  Re: Two questions:  
From: Warp
Date: 6 Aug 2004 17:06:56
Message: <4113f2f0@news.povray.org>
Samuel Benge <stb### [at] hotmailcom> wrote:
> Without 
> the limitation of _having_ to use memory-hogging triangles, you are free 
> to add an incredible amount of detail to a scene using raytraced 
> primitives. Isosurfaces, height_fields, etc. allow a person to 
> accomplish feats that would be considered 'great' or unachievable by 
> those using only mesh modelers (nurbs, surface subdivision).

  High-end scanline renderers can render scenes with billions of
triangles without problems (because they have tons of memory
optimizations), and they often do it faster than POV-Ray.
  Primitives in POV-Ray consume memory as well. You can't have
billions of them.

  And no-one has said that scenes should be designed solely with
triangle modellers. Most of the great scenes in the HoF have models
made with high-end modellers *and* ones made from within POV-Ray.

-- 
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}//  - Warp -

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