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Hi,
I'm trying to make grass - http://raf256.com/pov/grass/
effects are not bad as far, but I realizaed that final scene, with field of
i.e. 1000x1000 graf leafs will take *forever* to render.
What optimization technics can I use ? Currently my ideas are :
- 1 leaf=mesh, but alsow 10x10 leafs union will be another mesh - repeatet
100x100 times to get 1000x1000 field
- only about 300x300 field, closes to camera will be drawn so presisly,
grass that is far evey will contain less details :
* very near - inside(mesh)+isosurface, pigment (2 bozos), normal (2 bozos)
* near - mesh, pigment (2 bozos), normal (2 bozos)
* medium - mesh with half triangles, pigment (bozo), normal (bozo)
* far - mesh with 0.1 triangles, pigment (bozo)
* very far - each leaf is a cone, regular pigment for each leaf
* horizont - gras wil be simulated as green pigment on ground
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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