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...
> a little sluggish, but still tolerable.
...
Yes, I have no problems with it's current size and refresh rate, it is most
workable. I would like to add to the scene(x2 - x4) and this may become a
problem. I have about 5 more main objects being worked on and many many
smaller objects waiting there turn.
Stephen
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"Lutz Kretzschmar" <lut### [at] stmuccom> wrote in message
news:57iae25cempv8kqq2ptfc47f9kppndi51t@4ax.com...
> Hi Steve Shelby, you recently wrote in moray.win:
>
>> Here's a
>> quick way I just tried that will show you what I mean: make a sphere with
>> 24
>> divisions; use "Convert to Wireframe" on it; in the duplicate dialogue
>> create 9 copies of the wireframe group, with references. This slows mine
>> down so much that I would not want to proceed any further.
> Holy crap, are you serious? That only creates around 3000 polygons. I
> must have a way more high-powered system, that scene doesn't slow it
> down in the least, I have 270fps in the 3D viewport (yes two hundred
> and seventy) and over 300 in the 2D views..
> Are you using software rendering by any chance? What are the hardware
> specs of your system?
>
> Just to see what brings my system down, I subdivided the mesh out of
> said sphere by 2 and extruded all the faces three times and now my
> system is at 5fps, but I have over a million triangles.
>
> BTW, to see how many triangles your scene has, Ctrl-Right-Click on the
> View name and click on the little Info icon. It'll show Triangles and
> Quads. Multiply the quads number by two and add it to the triangles to
> get the number of triangles being rendered.
Lutz,
Mine says 1.9 fps (BTW, what is fps?) with the scene I described above. Did
you check the two boxes, spheres, and cylinders in the convert to wireframe
dialog box? Or maybe you converted to mesh instead of to wireframe? My info
shows216,000 triangles and 682,560 quads. When multiplied and added as you
instructed, the total is 1,581,120.
My computer is a P4 2 GHz, 512 MB RAM, with Windows XP.
Steve
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Steve Shelby wrote:
> Mine says 1.9 fps (BTW, what is fps?) with the scene I described above.
First-person shooter? Hehe. In this context, "frames per second".
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Hi Steve Shelby, you recently wrote in moray.win:
> Mine says 1.9 fps (BTW, what is fps?) with the scene I described above. Did
> you check the two boxes, spheres, and cylinders in the convert to wireframe
> dialog box? Or maybe you converted to mesh instead of to wireframe? My info
> shows216,000 triangles and 682,560 quads. When multiplied and added as you
> instructed, the total is 1,581,120.
> My computer is a P4 2 GHz, 512 MB RAM, with Windows XP.
> Steve
OK, my mistake, I misread the Convert To Wireframe as you suspected. I
get less than 2 fps with that scene as well. But then again 1.5
million triangles IS a lot :-)
I think maybe allowing you to define a proxy object to display in an
objects place instead of its actual wireframe would allow you do get
around this without hiding stuff. I need to think about it a
little....
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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"Lutz Kretzschmar" <lut### [at] stmuccom> schreef in bericht
news:j1vce2pgm41hf2d3b77nb4462utsrbm55e@4ax.com...
>
> I think maybe allowing you to define a proxy object to display in an
> objects place instead of its actual wireframe would allow you do get
> around this without hiding stuff. I need to think about it a
> little....
>
I use this solution very often and it is very satisfactory :-)
Thomas
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"StephenS" <stephen@nospam> schreef in bericht
news:44e62a18$1@news.povray.org...
> ...
>> a little sluggish, but still tolerable.
> ...
> Yes, I have no problems with it's current size and refresh rate, it is
> most workable. I would like to add to the scene(x2 - x4) and this may
> become a problem. I have about 5 more main objects being worked on and
> many many smaller objects waiting there turn.
>
Like Lutz says higher up in the thread, the use of placeholders may be a
workaround?
Thomas
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> Like Lutz says higher up in the thread, the use of placeholders may be a
> workaround?
>
> Thomas
The User Defined Object (UDO) is a type of placeholder, and one that I use.
A more stream lined approach would be helpfull.
I would like to work on an object independent of a master scene file, as
long as I don't update the placeholder, the master scene should look the
same. After I've worked on the object I would like to simply 'save' and have
Moray handle all the dependancies.
Stephen
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"StephenS" <stephen@nospam> wrote in message
news:44e255c5$1@news.povray.org...
>> ... I would like to collect some of
>> your thoughts and comments around what the biggest pain points
>> currently are in Moray...
> 1) The one you suggested :-)
> 2) Improved support for large scenes.
...
> 3) I love the feature of seeing a preview of a scene when I 'Merge
> Object',
...
2.5) Drag and drop in the Browser. Being able the change the sequence of
objects in the scene tree, even if this needs to be a hole new window and
the existing ones need to be updated with a 'apply changes' button.
Stephen
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On Sat, 19 Aug 2006 07:44:52 -0400, "StephenS" <stephen@nospam> wrote:
>2.5) Drag and drop in the Browser.
Yes I want this too
>Being able the change the sequence of objects in the scene tree,
By dragging please
>even if this needs to be a hole new window and
>the existing ones need to be updated with a 'apply changes' button.
Regards
Stephen
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"StephenS" <stephen@nospam> schreef in bericht
news:44e6f9bb$1@news.povray.org...
>
> ...
> 2.5) Drag and drop in the Browser. Being able the change the sequence of
> objects in the scene tree, even if this needs to be a hole new window and
> the existing ones need to be updated with a 'apply changes' button.
>
Yes! This would be very helpful!!!
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