POV-Ray : Newsgroups : povray.binaries.images : "Spinner" space colony (2) : Re: "Spinner" space colony (2) Server Time
31 Jul 2024 10:25:00 EDT (-0400)
  Re: "Spinner" space colony (2)  
From: Alain
Date: 14 Jun 2010 19:03:34
Message: <4c16b546$1@news.povray.org>
Le 2010-06-14 18:12, SharkD a écrit :
> What kinds of things might be the causes of all the slowdown? I've
> turned off all media and reflection and it is still abysmally slow.
>
> One major revision I've made to Chris Colefax's CityGen include file is
> that each building is now called by a macro and generated individually
> at runtime. Whereas originally a single copy (more or less) of a
> building was stored in an array and replicated/duplicated when needed.
>
> The other difference of course is that buildings now have greater
> complexity. They make use of more CSG operations and feature a greater
> number of storeys.
>

You have a "concave" geometry composed of many objects made out of 
coaxyal cylinders slices. This can very easily lead to bounding problems 
where most objects bounding boxes overlap each other, and are 
excessively large.

Try manualy bounding the individual buildings. Try to see if you can use 
some mesh.
Use simple boxes or prisms for narrow buildings and some of the farder 
ones. Some/most broad buildings probably can do with only a texture that 
curves instead of the actual floors.

Except for the closest buildings, don't model individual floors. A flat 
topped conical building can be a simple truncated cone. The flat base 
beed hiden under the ground. If needed, remove a small cylindrical part 
from it's top.

Only model the interior of a building IF you look from it's inside or 
take a closeup look into it. Use conditional statements, possibly based 
on insideness test or bounding box test to toggle the insides as needed.



Alain


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