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From: Gilles Tran
Subject: Re: Capriccio18
Date: 18 Jun 2003 05:18:08
Message: <3ef02e50@news.povray.org>

3EF008ED.B6C0BBA9@mail.com...
> I've created the macro for making tile roof.
> Each tile is a mesh but it doesn't work as I expected.
> Whenever I increase the number of tiles allocated
> memory is increasing too. I'm just wondering
> what's wrong?

Changing the number of faces doesn't affect the memory use, so instanciation
works as it should.
I guess it's the texture statement as it's defined for each tile. Removing
all the individual statements cuts the memory use in half.
One possibility to solve this would be to use the cells pattern to cover the
entire mesh instead of texture each tile independently. Just scale the
pattern to match the tile size.
Great macro by the way, it should be very handy.

G.

--

**********************
http://www.oyonale.com
**********************
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- POV-Ray and Poser computer images
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From: Gena Obukhov
Subject: Re: Capriccio18
Date: 18 Jun 2003 10:23:53
Message: <3EF07413.1D11AC50@mail.com>
Gilles Tran wrote:

> Changing the number of faces doesn't affect the memory use, so instanciation
> works as it should.
> I guess it's the texture statement as it's defined for each tile. Removing
> all the individual statements cuts the memory use in half.
> One possibility to solve this would be to use the cells pattern to cover the
> entire mesh instead of texture each tile independently. Just scale the
> pattern to match the tile size.
> Great macro by the way, it should be very handy.

Thanks for hints Gilles!
I'll try to modify the macro.

Gena.


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From: Gilles Tran
Subject: Re: Capriccio18
Date: 18 Jun 2003 10:55:11
Message: <3ef07d4f$1@news.povray.org>

3EF07413.1D11AC50@mail.com...
> Thanks for hints Gilles!

I came upon the same problem some years ago but at this time the tiles were
made with CSG so making large roofs with them was out of the question due to
speed and RAM limitation... and texturing every tile didn't help!

> I'll try to modify the macro.

When I think of it, there could be a separate version of the macro that
would create the entire roof, or at least a half roof, as a single mesh. It
would take longer to parse, but the same roof (preferably saved as an *.inc
file) could be used over and over (like grass patches) which would be great
for some types of city pictures.

G.

--

**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


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From: Gena Obukhov
Subject: Re: Capriccio18
Date: 18 Jun 2003 11:10:39
Message: <3EF07F09.DE9B7261@mail.com>
Gilles Tran wrote:

> I came upon the same problem some years ago but at this time the tiles were
> made with CSG so making large roofs with them was out of the question due to
> speed and RAM limitation... and texturing every tile didn't help!

I modified the macro (source in p.b.s.-f.). Cells pattern is in use
and there is only one texture for the whole roof now. But the
memory still grows. I suspect something is wrong with declarations
just cannot realize what :)

> When I think of it, there could be a separate version of the macro that
> would create the entire roof, or at least a half roof, as a single mesh. It
> would take longer to parse, but the same roof (preferably saved as an *.inc
> file) could be used over and over (like grass patches) which would be great
> for some types of city pictures.

That's a good idea about one mesh. I'll try to do that. Though
it's not so useful for current scene it can be useful for somebody
else in the future :)

Gena.


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From: Christoph Hormann
Subject: Re: Capriccio18
Date: 18 Jun 2003 11:20:33
Message: <3EF08341.C231B62F@gmx.de>
Gena Obukhov wrote:
> 
> I've created the macro for making tile roof.
> Each tile is a mesh but it doesn't work as I expected.
> Whenever I increase the number of tiles allocated
> memory is increasing too. I'm just wondering
> what's wrong? The source is in p.b.s.-f.

Looks good (so does the 'version 18', i'm a bit late with my comments at
the moment...).  For rendering efficiency it would be better to put
several tiles (like a whole row) in one mesh.  This would cost more memory
but it would render faster.  

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______


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From: Gilles Tran
Subject: Re: Capriccio18
Date: 18 Jun 2003 11:45:54
Message: <3ef08932$1@news.povray.org>

3EF07F09.DE9B7261@mail.com...
> But the
> memory still grows. I suspect something is wrong with declarations
> just cannot realize what :)

I guess it's normal, as memory is allocated to each tile anyway, I suppose
for positionning and such (I'll let programmers tell you exactly what
happens). Increase the number of faces and you will see that the RAM use
doesn't change much for a given number of tiles, which proves that
instanciation works correctly.

> That's a good idea about one mesh. I'll try to do that. Though
> it's not so useful for current scene it can be useful for somebody
> else in the future :)

Note that an additional benefit of using a single mesh is that you'll be
able to use the same mesh for both panes, thus cutting RAM use in half.

G.


--

**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


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From: Gena
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:23:08
Message: <3EF09FFF.FD3C73A6@mail.com>
Txemi Jendrix is making boats for this scene and we need
textures for those boats, ideally for UV-mapping. As far
as I know he is using Hamapatch. What's the best way to
make such UV textures in this case?

Should he save model in OBJ format and using UVMapper
to make that UV template? What kind of template does
UVMapper produce? Is it rectangular image? Is there any
need in using warping software for making such texture?

Gena.


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From: Christoph Hormann
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:28:34
Message: <3EF0A141.796F425F@gmx.de>
Gena wrote:
> 
> Txemi Jendrix is making boats for this scene and we need
> textures for those boats, ideally for UV-mapping. As far
> as I know he is using Hamapatch. What's the best way to
> make such UV textures in this case?
> 
> Should he save model in OBJ format and using UVMapper
> to make that UV template? What kind of template does
> UVMapper produce? Is it rectangular image? Is there any
> need in using warping software for making such texture?

I think the wood textures of the boats should best be procedural, this
would require a good 'design' of the uv-coordinates so the grain of the
wood parts is oriented in a realistic way.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______


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From: Gena
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:51:16
Message: <3EF0A697.4B8550B4@mail.com>
Christoph Hormann wrote:

> I think the wood textures of the boats should best be procedural, this
> would require a good 'design' of the uv-coordinates so the grain of the
> wood parts is oriented in a realistic way.

How can we produce those uv-coordinates? Through UVMapper (I've never
used it before)?

Gena.


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From: Gena
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:55:36
Message: <3EF0A79C.DA1A4CD1@mail.com>
BTW, can we use the cloth patch for POV-Ray for
making sails for some of those boats? Is it easier than
modeling it in Hamapatch?

Gena.

Christoph Hormann wrote:

> Gena wrote:
> >
> > Txemi Jendrix is making boats for this scene and we need
> > textures for those boats, ideally for UV-mapping. As far
> > as I know he is using Hamapatch. What's the best way to
> > make such UV textures in this case?
> >
> > Should he save model in OBJ format and using UVMapper
> > to make that UV template? What kind of template does
> > UVMapper produce? Is it rectangular image? Is there any
> > need in using warping software for making such texture?
>
> I think the wood textures of the boats should best be procedural, this
> would require a good 'design' of the uv-coordinates so the grain of the
> wood parts is oriented in a realistic way.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______


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