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I am currently on a big scene in town. thus needing to have lot of building
facades.
Starting from macros found on Gilles Tran's website
(http://www.oyonale.com/) I built these walls brick by brick to get those
small variations unpossible to get from the built in "brick pattern".
The problem : It needs ages to be rendered on an average PC, especially as
soon as you use CSG to get the window holes.
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Attachments:
Download 'topshop.jpg' (416 KB)
Preview of image 'topshop.jpg'
![topshop.jpg](/povray.binaries.images/attachment/%3Cweb.41382ff9ce83a56bd99800df0%40news.povray.org%3E/topshop.jpg?ttop=441697&toff=6150&preview=1)
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StDunstan wrote:
> The problem : It needs ages to be rendered on an average PC, especially as
> soon as you use CSG to get the window holes.
I've no idea how to fix that problem, but I must say the upper third of
this pic looks nearly photorealistic. :O
-Xplo
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> I built these walls brick by brick to get those
> small variations unpossible to get from the built in "brick pattern".
Swap out the individual bricks for a heightfield.
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Looks very very good! Impressive! I don't think you need CSG for the
windows. It will require a bit more coding, though...
Josh suggested to replace the bricks with a heightfield. That won't speed up
anything, assuming you didn't use CSG for the bricks.
Regards,
Hugo
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I've found that swapping code around can help a LOT in CSG work...
Using difference to chop out bits of a large union is very slow compaired to
unioning up lots of differences... Here's an example... The following took
1m14s to render...
difference
{
union
{
#local n=0;
#while(n<1000)
sphere{vnormalize(<rand(R1), rand(R1), rand(R1)>), .01}
#local n=n+1;
#end
}
sphere{1, 0}
}
While the following produced exactly the same results in only 10s
union
{
#local n=0;
#while(n<1000)
difference
{
sphere{vnormalize(<rand(R1), rand(R1), rand(R1)>), .01}
sphere{1, 0}
}
#local n=n+1;
#end
}
If you difference each of your bricks with the window "holes" and then union
them, you should see a massive speed increase...
BTW replacing union with merge in the above script slows it down
MASSIVELY!!!!
Another tip is to use bounded_by on any onject that isnt a straight union...
differences for example are pretty poor at bounding themselves.
Rarius
"StDunstan" <fla### [at] yahoo com> wrote in message
news:web.41382ff9ce83a56bd99800df0@news.povray.org...
>I am currently on a big scene in town. thus needing to have lot of building
> facades.
>
> Starting from macros found on Gilles Tran's website
> (http://www.oyonale.com/) I built these walls brick by brick to get those
> small variations unpossible to get from the built in "brick pattern".
>
> The problem : It needs ages to be rendered on an average PC, especially as
> soon as you use CSG to get the window holes.
Post a reply to this message
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"StDunstan" <fla### [at] yahoo com> wrote in message
news:web.41382ff9ce83a56bd99800df0@news.povray.org...
: The problem : It needs ages to be rendered on an average PC, especially as
: soon as you use CSG to get the window holes.
Gorgeous! Very real looking. The only way I've ever found
to speed up such things is to not use CSG removal at
all and just "build" it like builders do. It takes more coding,
but it generates faster.
=Bob=
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"=Bob=" <robertUNDERSCOREdobbinsATmailDOTtdsDOTnet> wrote:
> "StDunstan" <fla### [at] yahoo com> wrote in message
news:web.41382ff9ce83a56bd99800df0@news.povray.org...
> : The problem : It needs ages to be rendered on an average PC, especially as
> : soon as you use CSG to get the window holes.
>
> Gorgeous! Very real looking. The only way I've ever found
> to speed up such things is to not use CSG removal at
> all and just "build" it like builders do. It takes more coding,
> but it generates faster.
> =Bob=
After all... Why not ? and the window frames would be more realistic then.
As long as I just have verticals and hotizontal limit it would not be so
difficult. For curvy arch on top... need higher skill than mine for now...
I will work on it, thanks
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> Josh suggested to replace the bricks with a heightfield. That won't speed
up
> anything, assuming you didn't use CSG for the bricks.
I thought height fields were quicker than big csg's, that's my experience
anyway.
I'm interested in any stats if you have them? :)
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> > Josh suggested to replace the bricks with a heightfield.
> > That won't speed up anything, assuming you didn't use
> CSG for the bricks.
>
> I thought height fields were quicker than big csg's, that's my experience
> anyway.
>
> I'm interested in any stats if you have them? :)
Heightfields are definitely quicker than CSG "difference" and "intersection"
(also called boolean operations) but what I meant was, heightfields are not
quicker than standard primitives. So if you have 5000 boxes, they will
render as quickly as 1 heightfield, as long as you don't use boolean
operations.
Hope that makes sense. :-)
Regards,
Hugo
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Ai yi yi, individual bricks! Crazy!
Check out:
http://www.shipbrook.com/jeff/raytrace/bricks.html
He uses warped pigment patterns to get different colors for each
brick...well worth checking out if you want to do this sort of thing in the
future.
~DC
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