POV-Ray : Newsgroups : povray.general : a lot of prisms Server Time
16 Nov 2024 05:17:13 EST (-0500)
  a lot of prisms (Message 1 to 3 of 3)  
From: Gert  Van den Eynde
Subject: a lot of prisms
Date: 8 Mar 2004 03:05:02
Message: <404c292e@news.povray.org>
Hi all,

I have a scene with about 30.000 hexagonal-Z prisms which in their turn
generate one large hexagonal-Z prism (i.e. a hexagonal-Z lattice from a
numerical calculation). Each small prism has its own color based on the
results from the calculation. If I just render this scene with the large
prism a union{ prism ... prism... prism ..} of the small prisms, it takes
about 10 seconds in total (parsing+rendering). However, when I use a
clipped_by {plane {-z,0}} to cut the large prism in half to see the inside,
rendering time becomes 10 hours. Is there a faster way (clipping each small
prism seperately, specifying the bounding box by hand,...) to do this?


thanks,

gert


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From: Mike Williams
Subject: Re: a lot of prisms
Date: 8 Mar 2004 13:30:50
Message: <D1AYhBAPvLTAFwxU@econym.demon.co.uk>
Wasn't it Gert Van den Eynde who wrote:
>Hi all,
>
>I have a scene with about 30.000 hexagonal-Z prisms which in their turn
>generate one large hexagonal-Z prism (i.e. a hexagonal-Z lattice from a
>numerical calculation). Each small prism has its own color based on the
>results from the calculation. If I just render this scene with the large
>prism a union{ prism ... prism... prism ..} of the small prisms, it takes
>about 10 seconds in total (parsing+rendering). However, when I use a
>clipped_by {plane {-z,0}} to cut the large prism in half to see the inside,
>rendering time becomes 10 hours. Is there a faster way (clipping each small
>prism seperately, specifying the bounding box by hand,...) to do this?

I guess that you're getting the same problem with clipped_by as is
generally encountered with difference. In a union, POV can apply
sensible bounds around each component, but when dealing with differences
and clipped_by it can only apply a bound around the whole object, which
means that each ray ends up being tested against every component.

The usual solution is to clip each component separately.

See <http://www.econym.demon.co.uk/holetut/index.htm> for full details
of the difference problem and examples of how to observe what's
happening by observing the stats.

-- 
Mike Williams
Gentleman of Leisure


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From: Gert  Van den Eynde
Subject: Re: a lot of prisms
Date: 9 Mar 2004 10:58:13
Message: <404de995@news.povray.org>
Mike Williams wrote:

> The usual solution is to clip each component separately.
> 

thanks. it works like a charm. back to render times under one minute....


gert


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