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"Bill Pragnell" <bil### [at] hotmail com> wrote in message
news:web.49b783c2d4fd5b286dd25f0b0@news.povray.org...
> It's no different from looping to place compound objects; you write macros
> to do
> the work for you. To be sure, it requires a bit of concentration to get to
> the
> first stage, but once you've got something that renders it's just
> tweaking. It
> can be helpful to draw diagrams to aid with the visualisation.
>
> Use plain mesh (i.e., just triangle statements) - it's much easier than
> mesh2.
> (To be honest, mesh2 is mainly a handy conversion format for speeding up
> parsing, you only need to use it if you're generating 10000s of triangles.
> They're both the same thing once parsing is complete).
I'll definately give that a try once I get most of these macros to public
beta. :-)
>
> I've been trying to write a decent plant include file for a while now.
> I've got
> a leaf macro that builds different shaped leaves procedurally, and I'm
> slowly
> adding types of plants to use it. It's a long-term work in progress, but
> I've
> got grass and dandelions so far. No ivy leaves yet, though. I can post the
> leaf
> macro later if you're interested...?
>
Of course, and if the macro parameters are expected to be stable, I could
make my macro implement yours, if that is cool.
>
> Write random locations on the vine routes to a data file as you go, then
> read
> them back in when you place the moss? Or the same thing, but using an
> array?
> Every time you make a vine section, #if rand(seed) < probability then
> store the
> current endpoint, or something.
>
> There's more than one way to skin a cat, I'm sure you've got it in hand...
> :)
>
I've been using arrays, and in fact most of the macros I've been writing
recently implement component macros that I wrote for the snow macro.
It turns out that to reduce the parse time for this particular use, all I
had to was change a single line. I now have to perform only 5000 tests to
get the ~same number of placed objects as previously required 500k. This has
resulted in a much lower threshold for catastrophically crashing povray due
to lack of available memory.
I doubt that I can get around the out of memory error by writing to a file.
Unless povray can read/write a part of a file without loading the whole
thing, or unless somehow a file would take less memory for the same amount
of data than would an array, I don't see any way around this problem in its
entirety.
Granted, using a mesh would free up a LOT of spaces used by the moss array,
as each moss frond takes 260 at current settings. Multiply that by the
amount of tests per vine sub-object...
I think that would go a long way to increasing the ceiling that I'm hitting.
I think I might need to determine the average amount of ram used per
"mossed" vine object, so that I can allow a user to input their total
available ram (for 32 bit systems this will always be 2gb), which would not
let the macro run so far as to give people those blood boiling OOM errors.
Here is the result of the one line change, in image and stats. Compare that
to the previous one posted...big improvement.
ian
Scene Statistics
Finite objects: 1013230
Infinite objects: 0
Light sources: 1
Total: 1013231
Possible Rendering Error: Maximum trace level reached! If your scene
contains black spots read more about the max_trace_level setting in the
documentation!
Render Statistics
Image Resolution 1280 x 1024
Pixels: 1312000 Samples: 1502912 Smpls/Pxl: 1.15
Rays: 2047633 Saved: 0 Max Level: 5/5
Ray->Shape Intersection Tests Succeeded Percentage
Cone/Cylinder 1189022659 11408002 0.96
CSG Intersection 45321691 2913618 6.43
CSG Union 1087005314 669132 0.06
Sphere 2168288631 860782 0.04
Bounding Box 396224017 110147439 27.80
Light Buffer 672753438 349217503 51.91
Vista Buffer 144135167 115783532 80.33
Calls to Noise: 0 Calls to DNoise: 1345012
Shadow Ray Tests: 2359688 Succeeded: 952498
Transmitted Rays: 544721
I-Stack overflows: 28578
Smallest Alloc: 18 bytes
Largest Alloc: 8105856 bytes
Peak memory used: 1414575125 bytes
Total Scene Processing Times
Parse Time: 0 hours 12 minutes 34 seconds (754 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Cloth Time: 0 hours 0 minutes 0 seconds (0 seconds)
Mechsim Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 0 hours 1 minutes 7 seconds (67 seconds)
Postpr. Time: 0 hours 0 minutes 0 seconds (0 seconds)
Total Time: 0 hours 13 minutes 41 seconds (821 seconds)
CPU time used: kernel 15.09 seconds, user 794.44 seconds, total 809.53
seconds
Render averaged 1619.11 PPS over 1310720 pixels
POV-Ray finished
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