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On Fri, 13 Feb 2004 22:59:59 -0800, Darren <dne### [at] sanrrcom> wrote:
>Mike Williams wrote:
>> That's right, it's just that POV can't automatically determine any
>> tighter bounds than that. In some circumstances it's possible to
>> manually construct bounds that are very much better than that.
>
>Hmmm. Well, right now, I'm manually putting in bounds that are the wall
>the windows are in.
IMHO this will only slow down the renderer as your manual bounds are
identical to the walls.
>
>On the other hand, I used to be unioning together all the walls, then
>all the windows, so I guess the bounding box would be the whole building
>in that case. I can see where that would be problematic.
Here is the problem.
You should do it the other way round. Create each wall as a difference
object where it's windows and doors are 'subtracted'.
Then put them into a union to create the buildings.
This will speed up your rendering and you will not benefit much from
my patch.
>I'll try some cameras with the bounds in, and try commenting out the
>manual bounds, and see if the speed changes noticably. Just doing the
>outside walls seems to have sped me up to some 300 pps with both
>textures and AA turned on, so that's looking very promising.
>
>> With weak bounding, POV has to test every
>> hole *for*every*ray* from every campfire.
>
>Got it. So you could think of it like each campfire being a camera as
>well, and the problem is essentially the same.
>
>Thanks for all the advice, everyone! This is a very friendly and helpful
>group!
--
Andreas
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