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On 30-3-2015 2:07, Kenneth wrote:
> Sven Littkowski <jam### [at] yahoo com> wrote:
>> Hi,
>>
>> currently, I am using large images for my spaceship project as hull
>> textures (please see the attached image). But that takes plenty memory
>> and increases a lot the rendering time.
>>
>
> If you are applying your single image_map *many* times to your model (for
> example, like many randomly-placed 'decals'), another way to save memory is to
> first #declare the image_map in a pigment statement:
>
> #declare my_hull_pigment = pigment{image_map{.....}}
>
> ......then use that in your scene, as the pigment in your (many) textures,
> instead of a new image_map statement every time. This way, the original image
> takes up memory only once. The idea is similar in concept to using a single mesh
> object many times in a scene: one mesh which is 're-used', requiring no
> additional memory.
>
Good point! I did not know that, but is obvious indeed.
--
Thomas
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