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I have a union of *many* copies of a heightmap.
Except the pigment, the texture (normals and finish) of each element is
identical. It's a random color for each instance.
If I assign pigments individually and assing normal and finish to the
union, will I save memory?
Thanks,
Fernando
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Fernando G. del Cueto wrote:
> I have a union of *many* copies of a heightmap.
What is a heightmap?
> Except the pigment, the texture (normals and finish) of each element is
> identical. It's a random color for each instance.
>
> If I assign pigments individually and assing normal and finish to the
> union, will I save memory?
No.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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Christoph Hormann wrote:
> Fernando G. del Cueto wrote:
>
>> I have a union of *many* copies of a heightmap.
>
>
> What is a heightmap?
Sorry! It's late and I'm tired! I tried to say height_field.
>
>> Except the pigment, the texture (normals and finish) of each element
>> is identical. It's a random color for each instance.
>>
>> If I assign pigments individually and assing normal and finish to the
>> union, will I save memory?
>
> No.
So, it's the same to apply the whole texture individually or to the union?
Thanks,
Fernando
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fcu### [at] riceedu news:415bb1f2$1@news.povray.org
> I have a union of *many* copies of a heightmap.
Probably most memoy will be taken by height_field itself. You might want to
convert it into mesh.
Btw, perhaps it is a good idea to add to POV-Ray support for referenced
objects (not only meshes) so that
#declare thingy = object { ........ }
even if object tooks 1 MB of memory, then
object { thingy }
object { thingy translate ... }
object { thingy translate ... }
object { thingy translate ... }
will took like 1.01 MB of memory, not 4 MB.
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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