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Le 20/12/2015 07:17, Sven Littkowski a écrit :
> The new feature I am describing here might not be of much use for
> regular scenes, but I think, it comes handy for testing purposes.
>
> Let me give an example.
>
> I want to test a complex scene, because I had added some new parts
> to it. I copy parts of the complex scene into a new file, and
> simplify the requested textures of the original file (textures with
> large images, complicated functions, or multiple textures) like
> this:
>
> #declare TSimplified = texture { pigment { rgb < 0.50, 0.50, 0.50 >
> } }
>
> #declare TA = texture { HullGray50 } #declare TB = texture {
> HullGray50 } #declare TC = texture { HullGray50 } #declare TD =
> texture { HullGray50 } #declare TE = texture { HullGray50 }
> #declare TF = texture { HullGray50 } #declare TG = texture {
> HullGray50 } #declare TH = texture { HullGray50 } #declare TI =
> texture { HullGray50 } #declare TJ = texture { HullGray50 }
> #declare TK = texture { HullGray50 } #declare TL = texture {
> HullGray50 } ...
>
> This way, I avoid loading a number of large pictures, or calling
> functions that slow down the test renders of the test scene. But as
> you see, I have to declare for each texture again and again.
>
you can declare all your complex pigments with a quick_color , and use
+Q5 as quality value for your testing renders.
It won't save you the parsing time, but you do not have to edit the
whole scene when switching to the final rendering.
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