POV-Ray : Newsgroups : povray.binaries.images : any tips on optimising complex textures for speed? Server Time
8 Aug 2024 18:20:31 EDT (-0400)
  any tips on optimising complex textures for speed? (Message 1 to 3 of 3)  
From: Bill Hails
Subject: any tips on optimising complex textures for speed?
Date: 1 May 2005 18:16:54
Message: <42755554@news.povray.org>
question on p.nu
I've tweaked a couple of parameters from the code posted, to give
a better idea of what I'm aiming at, but the texture is structurally
identical.
Total Time:    1 hours 34 minutes 44 seconds (5684 seconds)

but with normal off in the radiosity block (not posted):
Total Time:    0 hours  1 minutes 48 seconds (108 seconds)

The result's not that different, I guess I could live with it, but
I'm still interested in any suggestions.
-- 
Bill Hails
http://thyme.homelinux.net/


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test-rad.jpg


 

From: Slime
Subject: Re: any tips on optimising complex textures for speed?
Date: 1 May 2005 19:12:18
Message: <42756252$1@news.povray.org>
> The result's not that different, I guess I could live with it, but
> I'm still interested in any suggestions.

Radiosity normal calculation is slow. Maybe you can use a shadowless light
(maybe even in a light_group with the object that needs shadowed lighting)
instead?

Aside: considering how slow radiosity normal calculation is, it would be
nice if one could turn it on for an individul object and not the whole scene
at once.

 - Slime
 [ http://www.slimeland.com/ ]


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From: stm31415
Subject: Re: any tips on optimising complex textures for speed?
Date: 2 May 2005 21:00:00
Message: <web.4276cca7a1ca8eb22dd4cf010@news.povray.org>
Also, an intersting example of that one thing, what is it called? Mach
rings? Something like that. Ernst Mach's less-than-famous optical illusion.
Even thought you can see a clear shadow line, it isn't there. That is a
smooth gradient. Anyone remember how that works? (and/or how to aleveiate
it? It can get annoying, sometimes.)

--
-s
5TF!


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