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Are you sure you're not creating something like this at any point?
union {
object{particle}
union{
object{particle}
union {
...repeating many times...
}
}
}
I ask because it's one way some people do collision detection with objects
that have already been created, and it creates many nested objects.
- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]
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On Tue, 01 Jan 2002 18:58:54 +0100, Tim Nikias <Tim### [at] gmxde> wrote:
> If the amount is just too big, it crashes.
If there is crash then it is a bug, so try to report in proper group.
ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)&_((x+y)*.7,z,.1)&_((x+y+2)*.7,z,.1)&_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35
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On Tue, 01 Jan 2002 17:13:04 +0100, Tim Nikias <Tim### [at] gmxde>
wrote:
>I was creating an animation with some hundred particles using my
>particle-system, but got an "Too many nested objects"-error.
I know this may sound stupid but anyway... are you sure the 'union'
statement is outside the while loop?
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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Skiba <abx### [at] babilonorg> wrote:
>> If the amount is just too big, it crashes.
>
> If there is crash then it is a bug, so try to report in proper group.
You misunderstand his use of "crash". in the post before he said POV-ray
shows an error message. He and some other users call this a "crash"...
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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So, this is the pseudo-code:
//Macro
#macro Particle(Position)
sphere{Position,1 hollow texture{Nice_And_Transparent}}
#end
union{
#declare C=0; #while (C < Particles)
#declare This_Pos = Generate_Random_Position_Near_Origin
Particle(This_Pos)
#declare C=C+1; #end
}
In effect, it should internally create something like:
union{
sphere{...}
sphere{...}
[...]
}
The actuall error-message occurs during tracing. The entire image itself
works fine, until
it reaches the particles, there it stops and aborts using the "too many
nested objects"-message.
It's not a crash (POV still works after that)
and I suppose it's not a bug (because this occurs only somewhat above
150 Particles or
such).
IMHO it has to do with several spheres overlapping, and POV-Ray can't
keep track
of it anymore (I read something like that somewhere at sometime...;)
So, I was just asking, how many objects-overlappings POV-Ray can handle.
This all DEFINITELY has NOTHING to do with UNIONs, since there is only
one
statement in the ENTIRE SCENE.
Still thanks for all the thoughts you gave, and hope, that perhaps now
someone has the answer
I'm looking for (after I've finally explained myself more precisely as I
should have in the first place).
Tim
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I've found a number of 117 nested spheres with this code, which cause
the "Too many nested objects" error message. If Particles<117, then it's OK
for spheres.
But for boxes the limit is Particles<112
//--------------------8<------------------
#declare Particles=117;
#macro Particle(Radius)
sphere{0,Radius+1}
//box{-(Radius+1),Radius+1}
#end
union{
#declare R=0;
#while (R < Particles)
Particle(R)
#declare R=R+1;
#end
}
//--------------------8<------------------
atb,
gleb
"Tim Nikias" <Tim### [at] gmxde> wrote in message
news:3C332B91.718020EB@gmx.de...
>
> The actuall error-message occurs during tracing. The entire image itself
> works fine, until
> it reaches the particles, there it stops and aborts using the "too many
> nested objects"-message.
>
> and I suppose it's not a bug (because this occurs only somewhat above
> 150 Particles or
> such).
>
> IMHO it has to do with several spheres overlapping, and POV-Ray can't
> keep track
> of it anymore (I read something like that somewhere at sometime...;)
>
> So, I was just asking, how many objects-overlappings POV-Ray can handle.
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On Wed, 2 Jan 2002 19:08:41 -0000, Gleb wrote:
> I've found a number of 117 nested spheres with this code, which cause
>
> the "Too many nested objects" error message. If Particles<117, then it's OK
> for spheres.
>
> But for boxes the limit is Particles<112
It's actually 100. It can be changed, but it'll probably still be hard-coded
to some value. In your test code, your rays must be missing some of the
smaller spheres and/or boxes.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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>
> It's actually 100. It can be changed, but it'll probably still be hard-coded
> to some value. In your test code, your rays must be missing some of the
> smaller spheres and/or boxes.
>
Is it hard-coded from the beginning, or can it be changed with some global-setting?
Obviously (since I tried) max_trace_level has no effect...
Does the actual error occurr, if all objects that overlap would create a surface
(like when using intersection{})?
Tim
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On Wed, 02 Jan 2002 21:37:59 +0100, Tim Nikias wrote:
>>
>> It's actually 100. It can be changed, but it'll probably still be hard-coded
>> to some value. In your test code, your rays must be missing some of the
>> smaller spheres and/or boxes.
>>
>
> Is it hard-coded from the beginning, or can it be changed with some global-setting?
> Obviously (since I tried) max_trace_level has no effect...
>
> Does the actual error occurr, if all objects that overlap would create a surface
> (like when using intersection{})?
The error occurs when a ray finds that it's already inside of 100 objects and
is about to enter a 101st. The number of objects is hard-coded and can't be
changed by the scene file or by an INI option.
One possible fix for your problem is to not specify 100% transparency and to
use a sensible adc_bailout. Whether that will work for you depends on the
scene, of course.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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Check if "bounded_by" will help for your scene.
atb,
gleb
> this may be changed somehow (and if yes, then how). I thought
> about implementing a check into the algorithm which avoids the
> problem...
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