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Here are some shots of my grass macro working, see my posts in general
and scene-files.
I'm trying to make this thing run faster, as it needs to cover several
square miles for a scene I'm working on.
...Chambers
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Attachments:
Download 'clipped_grass.jpg' (109 KB)
Download 'unclipped_grass.jpg' (78 KB)
Preview of image 'clipped_grass.jpg'
![clipped_grass.jpg](/povray.binaries.images/attachment/%3C45d3805d%40news.povray.org%3E/clipped_grass.jpg?ttop=443866&toff=4000&preview=1)
Preview of image 'unclipped_grass.jpg'
![unclipped_grass.jpg](/povray.binaries.images/attachment/%3C45d3805d%40news.povray.org%3E/unclipped_grass.jpg?ttop=443866&toff=4000&preview=1)
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Ben Chambers wrote:
> Here are some shots of my grass macro working, see my posts in general
> and scene-files.
>
> I'm trying to make this thing run faster, as it needs to cover several
> square miles for a scene I'm working on.
This will sure take some time and memory to process! How many
super-computers do have available for this scene? ;)
An other alternative, if I may suggest, is to put your 3D grass at the
front, but farther, it's no longer necessary (specially if you decide to
use focal-blur), so in the far you can use a simple texture of your grass.
I also remember, several years ago, a macro of function or something had
been made to render the most realistic grass I had ever seen on povray,
and it was very much optimised as it was (i think) one of the fastest
methods... lemme search...
Simon
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> I also remember, several years ago, a macro of function or something had
> been made to render the most realistic grass I had ever seen on povray,
> and it was very much optimised as it was (i think) one of the fastest
> methods... lemme search...
Here, check this out:
http://runevision.com/show.asp?id=100
Personally, I don't quite like the shape of the grass (looks too
cartoonish), so it might an interesting challenge to make a more
realistic 3D grass and use that for the texture. Again, both the 3D
version and texture version could be combined for additional realism.
HTH,
Simon
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> I'm trying to make this thing run faster, as it needs to cover several
> square miles for a scene I'm working on.
Faster parse-time or render-time? (Or both?!)
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Orchid XP v3 wrote:
>> I'm trying to make this thing run faster, as it needs to cover several
>> square miles for a scene I'm working on.
>
> Faster parse-time or render-time? (Or both?!)
Parse time is only a minute or so, render time is the killer.
And Simon, I don't use any supercomputers, just my venerable Athlon XP
1700+ (1.4gHz) :)
It's currently covering about 2M square feet, which actually comes out
to 1/12 of a square mile. It traces in 12 minutes at 640x480, no AA,
and uses 140MB of RAM.
However, since it instantiates a mesh to cover that territory, adding
more area shouldn't use too much memory. It's just the trace time that
will suffer, and which I was hoping to cut down on.
...Chambers
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