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Hi Tracers!
After a series of system crashes, I'm back at my megalomaniac
prehistoric colonist space ship project, still at the very first of 720
habitation modules... now I added parlor lights to each of the module's
16 floors, resulting in 4 x 16 = 64 area light sources plus the point
light of a nearby sun... and rendering speed got bogged down terribly!
On my AMD K6-II 400, at 400 x 300 resolution each line takes about 1 h
30 min! What do you suggest to accelerate rendering - should I refrain
from using area lights? Or is there any chance to speed it up and still
keep the area lights?
See you in Khyberspace -
http://www.geocities.com/electricafghan/index-e.html
Afghanistan Chronicle: http://www.ndh.net/home/bleimann/
Yadgar
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"Yadgar" <j.b### [at] ndh net> wrote :
>
> After a series of system crashes, I'm back at my megalomaniac
> prehistoric colonist space ship project, still at the very first of 720
> habitation modules... now I added parlor lights to each of the module's
> 16 floors, resulting in 4 x 16 = 64 area light sources plus the point
> light of a nearby sun... and rendering speed got bogged down terribly!
You could write conditional statements to switch off area lights in
those modules that the camera is not close to. Putting area lights in each
module is a symptom of what I am talking about in a thread on
povray.general...
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1. If a light source doesn't produce visible soft shadows, then by all means
make it a point light.
2. With all area lights you really need, use an adaptive value as small
as possible (start with 0 and see if there's any visible artifacts; if there
are, try with 1, and so on).
3. Convert as many of your lights to spotlights as possible. Usually all
light sources in ceilings/walls can be converted to spotlights (use the
tightness value to get the proper fading; the default value might not be good
in many cases).
4. If you are using pov3.5/megapov, use light_groups to limit the number of
objects which the light source has to be tested for. Usually a light source
only lits the room it is in (and sometimes attached rooms if there are
windows connecting them).
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Lutz-Peter Hooge schrieb:
> In article <3BC8BF65.7C9ED022@ndh.net>, j.b### [at] ndh net says...
>
> > 30 min! What do you suggest to accelerate rendering - should I refrain
> > from using area lights? Or is there any chance to speed it up and still
> > keep the area lights?
>
> Probably not every light affects the whole ship, right? So light_groups
> should be a good idea...
>
> Lutz-Peter
light_groups? Never heard of them (I'm still using 3.1g)...
On the other hand, of couse I put the raw light sources (upright neon
cylinders attached to the habitation module's inner parlor walls) all
together into a union (habitation_module_parlor_lamp_raw_ring_stack)... is
this what you mean?
See you in Khyberspace -
http://www.geocities.com/electricafghan/index-e.html
Afghanistan Chronicle: http://www.ndh.net/home/bleimann/
Yadgar
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