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This kind of behaviour disallows transformation optimizations (even
a simple translate has to be stored as a transformation matrix). I wonder
how much impact this has in rendering speed of objects which are copied
many times (by just translating the copies or doing other optimizable
transformations).
I wouldn't even be surprised if the speed penalty was minimal.
Can you try with something like:
camera { location <100,100,-50> look_at 0 }
light_source { <1000,2000,-500>, 1 }
#declare Obj =
union { sphere { -x,2 } sphere { x,2 } pigment { rgb x } }
#declare IndY = 0;
#while(IndY < 10)
#declare IndX = -50;
#while(IndX <= 50)
#declare IndZ = -50;
#while(IndZ <= 50)
object { Obj translate <IndX,IndY*4,IndZ> }
#declare IndZ = IndZ+2;
#end
#declare IndX = IndX+4;
#end
#declare IndY = IndY+1;
#end
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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