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Am 15.06.2010 01:31, schrieb SharkD:
> difference
> {
> cylinder {<0,0,in_star.z-0>, <0,0,in_stop.z+0>, in_star_height}
> cylinder {<0,0,in_star.z-1>, <0,0,in_stop.z+1>, in_stop_height}
> plane {+x, 0 rotate z * in_star_z_angle}
> plane {-x, 0 rotate z * in_stop_z_angle}
> bounded_by {cylinder {<0,0,in_star.z-0>, <0,0,in_stop.z+0>,
> in_star_height}}
> }
That bounded_by gives you no benefit; try computing a snugly fitting box
instead.
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SharkD <pos### [at] gmail com> wrote:
> Can I use an object produced by this macro as a bounding object? Would
> it be better to use a mesh instead?
> Does bounding work on unions and
> merges as well as differences and intersections?
Difference and intersection benefit most from manual bounding, because in many
cases the auto bounding box can be orders of magnitude larger than the result of
the CSG operation. I once wrote a curved-brick macro that achieved something
like 10x speedup once I sorted the bounding out.
Meshes will be faster (non-csg meshes, at least), although presumably that would
mean more work for you... :-(
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I seem to have resolved most of the bounding image. The following test
render only took about an hour to render. Not bad.
--
http://isometricland.com
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Attachments:
Download 'gh_scene_spinner_cubemap_r.png' (554 KB)
Preview of image 'gh_scene_spinner_cubemap_r.png'

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On 6/17/2010 4:54 AM, SharkD wrote:
> I seem to have resolved most of the bounding image. The following test
> render only took about an hour to render. Not bad.
>
"Bounding issues", rather. Also forgot to mention that I replaced all
the cylinders, spheres and so forth with meshes. However, I wasn't able
to detect any performance improvement in this particular instance.
--
http://isometricland.com
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A new building type, as well as pedestrians, trash cans and potted plants.
--
http://isometricland.com
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Attachments:
Download 'gh_scene_buildingstrip_curve_f.jpg' (111 KB)
Preview of image 'gh_scene_buildingstrip_curve_f.jpg'

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Ack! I tried rendering again this time with radiosity, the atmosphere
and so forth turned on, and render times went through the roof!
I'm getting to be f*****g tired of having to deal with all this
low-level stuff! I want to get back to the creative side of the project!!
--
http://isometricland.com
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"SharkD" <pos### [at] gmail com> schreef in bericht
news:4c1f9fc3@news.povray.org...
> Ack! I tried rendering again this time with radiosity, the atmosphere and
> so forth turned on, and render times went through the roof!
>
> I'm getting to be f*****g tired of having to deal with all this low-level
> stuff! I want to get back to the creative side of the project!!
>
There always comes a time when you have to deal with that stuff :-) Be
patient. Just don't let it eat you up.
Thomas
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A new decorative object for the parks.
--
http://isometricland.com
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Attachments:
Download 'gh_scene_buildingstrip_curve.png' (56 KB)
Preview of image 'gh_scene_buildingstrip_curve.png'

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On 6/23/2010 1:05 PM, SharkD wrote:
> A new decorative object for the parks.
>
I'm also considering a shiny gold Kepler Poinsot solid and an
"historical" spacecraft, both from the Object Collection.
--
http://isometricland.com
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Am 23.06.2010 19:05, schrieb SharkD:
> A new decorative object for the parks.
Nice one! There must be an artist living there.
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Here are results of some test renders showing the effects of turning
certain features on/off.
Legend:
rad = radiosity
atmos = atmospheric media
fit = the method I used to bound the buildings in boxes
qual = the quality of the textures & materials
0 = random pigments, no finishes, no media
1/2 = regular pigments & finishes, no media
1 = regular pigments, finishes, & media
seconds = the time elapsed from start to finish on a 2.4GHz single-core
Celeron CPU with 3GiB RAM
pov = POV-Ray version, either 3.6.2 or 3.7.0 beta 37a
--
http://isometricland.com
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Attachments:
Download 'gh_scene_spinner_cubemap__a.png' (143 KB)
Download 'gh_scene_spinner_cubemap__b.png' (145 KB)
Download 'gh_scene_spinner_cubemap__c.png' (143 KB)
Download 'gh_scene_spinner_cubemap__d.png' (172 KB)
Download 'gh_scene_spinner_cubemap__e.png' (179 KB)
Download 'gh_scene_spinner_cubemap__f.png' (140 KB)
Download 'gh_scene_spinner_cubemap__g.png' (179 KB)
Preview of image 'gh_scene_spinner_cubemap__a.png'

Preview of image 'gh_scene_spinner_cubemap__b.png'

Preview of image 'gh_scene_spinner_cubemap__c.png'

Preview of image 'gh_scene_spinner_cubemap__d.png'

Preview of image 'gh_scene_spinner_cubemap__e.png'

Preview of image 'gh_scene_spinner_cubemap__f.png'

Preview of image 'gh_scene_spinner_cubemap__g.png'

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More decorations.
--
http://isometricland.com
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Attachments:
Download 'gh_scene_buildingstrip_curve_parks.png' (171 KB)
Download 'gh_scene_buildingstrip_curve_squares.png' (138 KB)
Preview of image 'gh_scene_buildingstrip_curve_parks.png'

Preview of image 'gh_scene_buildingstrip_curve_squares.png'

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Two more test renders. After 18 hours 28% of the image completed, and
then dropped to the PPM range instead of PPS when it got to the crowded
bits.
:(
--
http://isometricland.com
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_cubemap__h.png' (967 KB)
Download 'gh_scene_spinner_cubemap__i.png' (167 KB)
Preview of image 'gh_scene_spinner_cubemap__h.png'

Preview of image 'gh_scene_spinner_cubemap__i.png'

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Another test render. I seem too have eliminated a few more bottlenecks.
This one only took 15273.62 seconds with all features turned on except
the atmospheric media.
--
http://isometricland.com
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On 6/25/2010 11:04 AM, SharkD wrote:
> Another test render. I seem too have eliminated a few more bottlenecks.
> This one only took 15273.62 seconds with all features turned on except
> the atmospheric media.
>
>
Forgot the image. ;)
Anyway, the atmospheric media seems to be the main remaining bottleneck.
Not sure how to make it perform faster.
--
http://isometricland.com
Post a reply to this message
Attachments:
Download 'gh_scene_spinner_cubemap__l.png' (224 KB)
Preview of image 'gh_scene_spinner_cubemap__l.png'

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