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> Alain schrieb:
>
>> Punching holes in any object result in bounding inefeciency, that
>> increases the render time.
>
> I know that, but...
>
>> Each and every ray that encounter the bounding box of one of the
>> struts needs to be tested against the strut AND every object used to
>> make the holes.
>
> ... for some reason the many, many small cylinders I'm cutting away to
> round off inward edges don't seem to matter that much.
A cylinder is much more effecient than a prism to cut holes.
If you cut ceveral holes using prisms, you need to evaluate each prism
for every rays.
Use two prisms, one for the faces and another for the edges, and add
small cylinders to do the beveling between the faces and the edges.
You'll get an union with no or very few differences or intersections.
Do you use a prism and 3 cylinders to punch those rounded triangular
holes. If you use a besier spline, you can have straight and round
parts, and do away with a good part, even all, of the cylinders. Even if
the prism takes slightly longer to render after that, you'll gain more
by no longer having that difference.
Alain
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