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I forgot to mention that this can also be used to substitute some place
holders for some complex object, or not parcing and render whole objects.
Say, you are working on the hull, you don't need to have the wormhole
generator showing. So, a controll variable can switch it off or replace
it by a much simplified version, like a simple box or cylinder using a
plain pigment.
Le 15-12-20 14:12, Alain a écrit :
>
> A common practice for that is to have a controll variable declared early
> in the scene, and use some #if()...#else...#end constructs.
>
> For example:
> #declare Final = 0;
> ...
> #if(Final)
> #declare My_Texture texture{Some_Complicated_Texture}
> #else
> #declare My_Texture texture{pigment{rgb<1,0,1>}}
> #end
>
> or
>
> #declare Test = 1;
> ...
> #if(Test)
> #declare My_Texture texture{pigment{rgb<1,0,1>}}
> #else
> #declare My_Texture texture{Some_Complicated_Texture}
> #end
>
>
> When you construct your scene, you set the controll variable to sellect
> the simplified textures, and set it to use the advanced textures when
> you are finished with constructing the geometry.
>
> You may also try the quick_colour feature and use +q1 on the command
> line. That cause most advanced, and some not so advanced, features to be
> turned off, such as area_light, radiosity, photons, shadow computation,
> reflection and transparance,...
>
>
> Alain
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