POV-Ray : Newsgroups : povray.binaries.images : Re: Moss Vine test [~30k] : Re: Moss Vine test [~30k] Server Time
1 Aug 2024 04:11:54 EDT (-0400)
  Re: Moss Vine test [~30k]  
From: [GDS|Entropy]
Date: 11 Mar 2009 13:30:21
Message: <49b7f52d@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote in message 
news:web.49b7b7d6d4fd5b286dd25f0b0@news.povray.org...
> "Bill Pragnell" <bil### [at] hotmailcom> wrote:
>> Your memory usage is still heinous. There's no way you should need to use 
>> more
>> than a fraction of that for this sort of thing.
>
> Sorry, please disregard my disbelief, I've got so accustomed to using 
> meshes for
> this that I forget just how much memory normal objects take up. On 
> reflection,
> it doesn't seem so silly.
>
> So:
>
> The reason you're running out of memory is that every instance you use 
> takes up
> the same memory as the original, so there's no advantage to instancing. 
> Meshes,
> however, are stored just once. All mesh instances are actually just 
> transforms,
> so they take up a minute amount of space. I guarantee that if you use 
> meshes
> for your fronds, even quite complex ones, you will save over 95% of the 
> memory
> you're currently using!
>
> You can even go further and use them for the ivy creepers, although that's
> probably not so serious.
>
> :)
>
>

Check this out (apologies for the horrific texture):
I exported this from Bryce and converted with poseray.

Scene Statistics
  Finite objects:       145243
  Infinite objects:          0
  Light sources:             1
  Total:                145244
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:         2094440   Smpls/Pxl: 1.60
Rays:            2176126   Saved:                 0   Max Level: 5/5

Ray->Shape Intersection          Tests       Succeeded  Percentage

Cone/Cylinder               1088334589         1326340      0.12
CSG Union                   1087005314          669132      0.06
Mesh                          67373038         2668035      3.96
Sphere                      2167394361          366116      0.02
Bounding Box                 869147567       316790036     36.45
Light Buffer                 449711964       194011242     43.14
Vista Buffer                 465015215       340904239     73.31

Calls to Noise:                   0   Calls to DNoise:         1114198

Shadow Ray Tests:           1505186   Succeeded:                494705
Transmitted Rays:             81686
I-Stack overflows:            28578

Smallest Alloc:                  18 bytes
Largest  Alloc:             1161960 bytes
Peak memory used:         158859969 bytes
Total Scene Processing Times
  Parse Time:    0 hours 11 minutes 53 seconds (713 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 43 seconds (103 seconds)
  Postpr. Time:  0 hours  0 minutes  0 seconds (0 seconds)
  Total Time:    0 hours 13 minutes 36 seconds (816 seconds)
CPU time used: kernel 20.84 seconds, user 780.28 seconds, total 801.13 
seconds
Render averaged 1636.10 PPS over 1310720 pixels

POV-Ray finished


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