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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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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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