POV-Ray : Newsgroups : povray.binaries.images : Alley Sunflower Wip#3 Server Time
4 Nov 2024 17:29:37 EST (-0500)
  Alley Sunflower Wip#3 (Message 1 to 10 of 10)  
From: Nekar Xenos
Subject: Alley Sunflower Wip#3
Date: 18 May 2010 02:46:44
Message: <op.vcv2eba9ufxv4h@go-dynamite>
Added a block of buildings in the background. Also added windows, doors  
and grass.

I keep running out of memory so I made less grass than I wanted to. I'm  
considering converting the walls to a heightfield, but only when the  
building is 100% right. Maybe now is the time to start.

Comments and critique will be appreciated.

-Nekar Xenos-


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From: Thomas de Groot
Subject: Re: Alley Sunflower Wip#3
Date: 18 May 2010 03:38:08
Message: <4bf243e0$1@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> schreef in bericht 
news:op.vcv2eba9ufxv4h@go-dynamite...
> Added a block of buildings in the background. Also added windows, doors
> and grass.
>
> I keep running out of memory so I made less grass than I wanted to. I'm
> considering converting the walls to a heightfield, but only when the
> building is 100% right. Maybe now is the time to start.
>
> Comments and critique will be appreciated.
>

Grimly beautiful indeed.

You could use heightfields for the wall sections farther from the camera. 
That might already make a difference.

Thomas


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From: Nekar Xenos
Subject: Re: Alley Sunflower Wip#3
Date: 18 May 2010 03:51:18
Message: <op.vcv5e0v8ufxv4h@go-dynamite>
On Tue, 18 May 2010 09:38:08 +0200, Thomas de Groot  
<tDOTdegroot@interdotnlanotherdotnet> wrote:

>
> "Nekar Xenos" <nek### [at] gmailcom> schreef in bericht
> news:op.vcv2eba9ufxv4h@go-dynamite...
>> Added a block of buildings in the background. Also added windows, doors
>> and grass.
>>
>> I keep running out of memory so I made less grass than I wanted to. I'm
>> considering converting the walls to a heightfield, but only when the
>> building is 100% right. Maybe now is the time to start.
>>
>> Comments and critique will be appreciated.
>>
>
> Grimly beautiful indeed.
>
Thanks :)

> You could use heightfields for the wall sections farther from the camera.
> That might already make a difference.
>



-Nekar Xenos-


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From: Bill Pragnell
Subject: Re: Alley Sunflower Wip#3
Date: 18 May 2010 04:35:00
Message: <web.4bf24ffa90aaf4696dd25f0b0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> Added a block of buildings in the background. Also added windows, doors
> and grass.

Looking better and better!

> I keep running out of memory so I made less grass than I wanted to. I'm
> considering converting the walls to a heightfield, but only when the
> building is 100% right. Maybe now is the time to start.

It doesn't look like a particularly memory-hungry scene... what is it that's
using most of the memory? I would have thought that a heightfield wall would
take far more memory than the equivalent mesh bricks.

Debugging memory usage in POV-Ray scenes is a little-mentioned but very
important task! Turn off media and radiosity and see what the scene uses (render
small with no aa for a quick answer). If it's still eating loads, try
commenting-out elements of the scene and render again to see how the usage
changes. You won't need hi-res bricks unless you intend rendering a huge final
version; in fact, they should be one of the smallest scene elements (memory and
speed were the main motivations for my mesh macros). Lower mesh (and heightfield
- same thing!) resolutions until they're on the threshold of the quality you're
happy with. Make simple low-detail versions for distant objects. Can you get
away with clever normals instead of meshes/isosurfaces?

Hope this helps :)


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From: Nekar Xenos
Subject: Re: Alley Sunflower Wip#3
Date: 18 May 2010 06:33:18
Message: <op.vcwcw0xmufxv4h@go-dynamite>
On Tue, 18 May 2010 10:29:46 +0200, Bill Pragnell  
<bil### [at] hotmailcom> wrote:

> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>> Added a block of buildings in the background. Also added windows, doors
>> and grass.
>
> Looking better and better!
>

Thanks!

>> I keep running out of memory so I made less grass than I wanted to. I'm
>> considering converting the walls to a heightfield, but only when the
>> building is 100% right. Maybe now is the time to start.
>
> It doesn't look like a particularly memory-hungry scene... what is it  
> that's
> using most of the memory? I would have thought that a heightfield wall  
> would
> take far more memory than the equivalent mesh bricks.

The close brick wall consists of a mixture of isosurface, high and low  
poly mesh bricks. Further away are low poly mesh bricks.

>
> Debugging memory usage in POV-Ray scenes is a little-mentioned but very
> important task! Turn off media and radiosity and see what the scene uses  
> (render
> small with no aa for a quick answer). If it's still eating loads, try
> commenting-out elements of the scene and render again to see how the  
> usage
> changes. You won't need hi-res bricks unless you intend rendering a huge  
> final
> version; in fact, they should be one of the smallest scene elements  
> (memory and
> speed were the main motivations for my mesh macros). Lower mesh (and  
> heightfield
> - same thing!) resolutions until they're on the threshold of the quality  
> you're
> happy with. Make simple low-detail versions for distant objects. Can you  
> get
> away with clever normals instead of meshes/isosurfaces?
>

Thanks. I'll take a look and see. I'll give the normals a try.

-Nekar Xenos-


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From: Dave Blandston
Subject: Re: Alley Sunflower Wip#3
Date: 18 May 2010 15:50:00
Message: <web.4bf2ee5c90aaf469cba3fb0f0@news.povray.org>
This is a really neat image. I think the cyan color at the far end of the alley
creates a surreal effect. For that reason it kind of reminds me of a "Twilight
Zone" scene.

Regards,
Dave Blandston


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From: TC
Subject: Re: Alley Sunflower Wip#3
Date: 18 May 2010 21:00:34
Message: <4bf33832$1@news.povray.org>
> The close brick wall consists of a mixture of isosurface, high and low 
> poly mesh bricks. Further away are low poly mesh bricks.

I really love those bricks!


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From: Nekar Xenos
Subject: Re: Alley Sunflower Wip#3
Date: 19 May 2010 01:51:16
Message: <op.vcxuixcvufxv4h@go-dynamite>
On Tue, 18 May 2010 21:45:32 +0200, Dave Blandston <nomail@nomail> wrote:

> This is a really neat image. I think the cyan color at the far end of  
> the alley
> creates a surreal effect. For that reason it kind of reminds me of a  
> "Twilight
> Zone" scene.
>
> Regards,
> Dave Blandston
>
>

Thanks. That's what I was going for :)

-Nekar Xenos-


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From: Nekar Xenos
Subject: Re: Alley Sunflower Wip#3
Date: 19 May 2010 01:53:08
Message: <op.vcxulzziufxv4h@go-dynamite>
On Wed, 19 May 2010 03:00:28 +0200, TC get-enough-spam-already-2498.com>  
<do-not-reply@i-do> wrote:

>> The close brick wall consists of a mixture of isosurface, high and low
>> poly mesh bricks. Further away are low poly mesh bricks.
>
> I really love those bricks!
>
>
>

Thanks :)

I'll put the macro on the Pov Object Collection when I've fixed it up  
nicely.

-Nekar Xenos-


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From: Nekar Xenos
Subject: Re: Alley Sunflower Wip#3
Date: 19 May 2010 01:58:00
Message: <op.vcxut4btufxv4h@go-dynamite>
I've never looked at the size of my include files before. It turns out my  
mesh bricks were 9Mb each. 6 of them. I'll just have to use lower poly  
bricks...

-Nekar Xenos-


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