POV-Ray : Newsgroups : povray.advanced-users : Persistent Animation Server Time
25 Nov 2024 09:48:38 EST (-0500)
  Persistent Animation (Message 1 to 2 of 2)  
From: Don Barron
Subject: Persistent Animation
Date: 2 Mar 2003 11:35:06
Message: <web.3e62320f4e1404fdeffe5b8b0@news.povray.org>
MegaPov 0.7 had a powerful capability of avoiding the delay in parsing each
frame of an animation.  This can be important in a complex scene or object
which may take several minutes to parse and several minutes to render each
frame of a 512 frame animation.  Is this possible in the official POV 3.5?


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From: Christopher James Huff
Subject: Re: Persistent Animation
Date: 5 Mar 2003 20:58:32
Message: <cjameshuff-6C91B0.20583405032003@netplex.aussie.org>
In article <web.3e62320f4e1404fdeffe5b8b0@news.povray.org>,
 "Don Barron" <ani### [at] ukonlinecouk> wrote:

> MegaPov 0.7 had a powerful capability of avoiding the delay in parsing each
> frame of an animation.  This can be important in a complex scene or object
> which may take several minutes to parse and several minutes to render each
> frame of a 512 frame animation.  Is this possible in the official POV 3.5?

MegaPOV had no feature quite like you describe. It did have support for 
persistent variables which carried over from previous frames, but as I 
recall there were some problems with it, and it didn't magically avoid 
parsing, it just let you write things to minimize the amount of parsing 
that was required.

Anyway, the official version does not have this feature. You might still 
be able to reduce parsing time, depending on what exactly you are doing. 
If your scene does complex computations, it might pay off to do them 
once and store the results in an include file, maybe even generating a 
mesh.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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