POV-Ray : Newsgroups : povray.advanced-users : clipped_by slows down my rendering Server Time
1 Nov 2024 03:16:28 EDT (-0400)
  clipped_by slows down my rendering (Message 1 to 3 of 3)  
From: Nick Holliman
Subject: clipped_by slows down my rendering
Date: 18 Dec 2003 18:45:02
Message: <web.3fe23b319110d7576e3891a30@news.povray.org>
Hi,
I'm using clipped_by to slice a central chunk out of a scene (povcatray) and
find it slows down rendering a lot, a very lot.
Anyone know if this is normal ?

Thanks, Nick.


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From: Andrew Clinton
Subject: Re: clipped_by slows down my rendering
Date: 18 Dec 2003 21:50:01
Message: <web.3fe26683193f5348611ee4e60@news.povray.org>
Nick Holliman wrote:
>Hi,
>I'm using clipped_by to slice a central chunk out of a scene (povcatray) and
>find it slows down rendering a lot, a very lot.
>Anyone know if this is normal ?
>
>Thanks, Nick.
>

I assume you are doing it like this...

union {
// Scene
clipped_by {...}
}

It seems like povray is not splitting the union in this case (you can see
only 1 frame level object), so it needs to intersect every object in the
scene instead of using the bounding hierarchy.  I don't know of an easy
workaround in the scene file (except applying the clipped_by to every
object individually)

Andrew


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From: Nick Holliman
Subject: Re: clipped_by slows down my rendering
Date: 19 Dec 2003 04:30:02
Message: <web.3fe2c4c6193f534848edb2090@news.povray.org>
Andrew,
Thanks for this, yes I am implementing in a union.

All I really need is to be able to define a near and a far vertical clipping
plane at fixed distances from the camera (OpenGL style).

Seems like there ought to be an easy way to do this - but not found it yet.

Nick.

Andrew Clinton wrote:
>Nick Holliman wrote:
>>Hi,
>>I'm using clipped_by to slice a central chunk out of a scene (povcatray) and
>>find it slows down rendering a lot, a very lot.
>>Anyone know if this is normal ?
>>
>>Thanks, Nick.
>>
>
>I assume you are doing it like this...
>
>union {
>// Scene
>clipped_by {...}
>}
>
>It seems like povray is not splitting the union in this case (you can see
>only 1 frame level object), so it needs to intersect every object in the
>scene instead of using the bounding hierarchy.  I don't know of an easy
>workaround in the scene file (except applying the clipped_by to every
>object individually)
>
>Andrew
>


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