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Hi everyone,
I am asking you for a test render of my scene. On my computer, this
scene takes forever, and I want to find out, how fast it renders on your
computer.
If you're interested to assist me with this little favor, please let me
know, and I will give you then all scene files. It is not a complete
scene, but just a part of it:
+sc0.248406 +sr0.444099 +ec0.441055 +er0.635475
Please let me then know the time this part takes on your system. Thanks.
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Anyone who can assist me with this test render? All I want to know, is
the time it takes on your computer.
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Am 26.01.2016 um 04:09 schrieb Sven Littkowski:
> Anyone who can assist me with this test render? All I want to know, is
> the time it takes on your computer.
You might have more luck if you just posted the scene, rather than
expecting people to commit themselves to helping you out before they see
what they are bargaining for.
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Yes, you're right. I will prepare a compressed ZIP or RAR file. The
scene consists of several files (.pov, .inc, .jpg, .png).
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Okay, if you want to tell me your speed on my scene, here is the
compressed RAR archive that contains all files:
"http://www.SvenLittkowski.name/d/SL - Seneca II.rar"
Because of the high resolution textures, it is 101 MB big.
Included my QUICKRES.ini. Use the 8000x4500 AA0.3 16:9 resolution, and
use -q12 +sc0.248406 +sr0.444099 +ec0.441055 +er0.635475 as command line
parameters. For the test render to measure the speed of my scene on
other computers, there is no need to change anything inside the .pov file.
Thanks for your assistance. :-)
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> Okay, if you want to tell me your speed on my scene, here is the
> compressed RAR archive that contains all files:
> "http://www.SvenLittkowski.name/d/SL - Seneca II.rar"
> Because of the high resolution textures, it is 101 MB big.
Spaces didn't work in the address, I had to manually replace them.
> Included my QUICKRES.ini. Use the 8000x4500 AA0.3 16:9 resolution, and
> use -q12 +sc0.248406 +sr0.444099 +ec0.441055 +er0.635475 as command line
> parameters. For the test render to measure the speed of my scene on
> other computers, there is no need to change anything inside the .pov file.
kolors.inc I had to rename to colors.inc on my system :-)
then:
Possible Parse Error: Cannot find file 'Seneca II - Hull Bump NoGates
Windows.png', even after trying to
append file type extension.
Possible Parse Error: Cannot find image file.
Fatal error in parser: Cannot open file.
Render failed
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No chance for a test as you suggested.
Even with very simple radiosity settings the render is extremely slow.
The culprit should be found in the MidshipHull inc file, since everything
renders pretty fast, if this part is excluded (nice model, by the way!).
Norbert
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Yes, it seems, yesterday night I forgot to include some files. I
uploaded the new, corrected and complete version:
"http://www.SvenLittkowski.name/d/SL-SenecaII.rar"
How many PPM do you get in average?
How long does that test scene takes with "+q12 +sc0.248406 +sr0.444099
+ec0.441055 +er0.635475"?
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On 27-1-2016 14:26, scott wrote:
>> Okay, if you want to tell me your speed on my scene, here is the
>> compressed RAR archive that contains all files:
>> "http://www.SvenLittkowski.name/d/SL - Seneca II.rar"
>> Because of the high resolution textures, it is 101 MB big.
>
> Spaces didn't work in the address, I had to manually replace them.
>
>> Included my QUICKRES.ini. Use the 8000x4500 AA0.3 16:9 resolution, and
>> use -q12 +sc0.248406 +sr0.444099 +ec0.441055 +er0.635475 as command line
>> parameters. For the test render to measure the speed of my scene on
>> other computers, there is no need to change anything inside the .pov
>> file.
>
> kolors.inc I had to rename to colors.inc on my system :-)
Watch out! Kolors.inc (should be kolors.inc) is/was a file generated by
Uncle Ken (Tyler) and is different from colors.inc!
--
Thomas
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Sven Littkowski <jam### [at] yahoo com> wrote:
> Yes, it seems, yesterday night I forgot to include some files. I
> uploaded the new, corrected and complete version:
> "http://www.SvenLittkowski.name/d/SL-SenecaII.rar"
>
> How many PPM do you get in average?
> How long does that test scene takes with "+q12 +sc0.248406 +sr0.444099
> +ec0.441055 +er0.635475"?
After replacing the still missing file "Warp - 001.png" I started an overnight
test render with your settings.
It's a pity to not have the time to complete the render - after 9:04:55 I
stopped it.
224896 pixels were rendered at that time (pretracing 0:50:22; 6243 MB RAM at
stopping).
This means 413 ppm including pretracing and 455 ppm excluding pretracing.
Hope it helped a bit.
Norbert
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"Norbert Kern" <nor### [at] t-online de> wrote:
> After replacing the still missing file "Warp - 001.png" I started an overnight
> test render with your settings.
>
> It's a pity to not have the time to complete the render - after 9:04:55 I
> stopped it.
>
> 224896 pixels were rendered at that time (pretracing 0:50:22; 6243 MB RAM at
> stopping).
>
> This means 413 ppm including pretracing and 455 ppm excluding pretracing.
>
> Hope it helped a bit.
Forgot some details - Intel i7-5960X 3.0 GHz, 16 threads, 32 GB RAM
Norbert
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Thanks a lot! :-)
How many percent did you complete, do you remember?
Pretracing just 50 minutes? On my system, it took a whole day and the
whole night or so.
But it shows me also, what I needed to know: that other computer specs
can lead not just to small time benefits in rendering, but even to quite
remarkable time benefits.
I needed to know this, because I am considering more and more, because
of the slowness of my system, to use render farms for future test and
full renders. The bad thing is, that will take money. I live in the
so-called "Third World", and we people here have to work much longer to
earn our equivalent of one US Dollar than the average person in the USA
or in Western Europe. Means, for me this is a really big decision. Thus
my call for test renders.
If the results wouldn't be so dramatically different to my own time
consumption, I would have waited for more test renders of other persons.
But seeing such a big difference, I understand that only other computers
can deliver me my renders in an acceptable time.
Example: my own test render (same conditions as yours) lasts now already
4 days and 15 hours (right now at 19 pixels/minute), and still, I have
achieved only 9% of the entire render - that is, to remember, only a
PARTIAL rendering of the even much larger scene.
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Sven Littkowski <jam### [at] yahoo com> wrote:
> Thanks a lot! :-)
> How many percent did you complete, do you remember?
16 % completed
> Example: my own test render (same conditions as yours) lasts now already
> 4 days and 15 hours (right now at 19 pixels/minute), and still, I have
> achieved only 9% of the entire render - that is, to remember, only a
> PARTIAL rendering of the even much larger scene.
Hmmm, how long did it take to render your nice predecessor version
(http://news.povray.org/povray.binaries.animations/message/%3C4470f05b%40news.povray.org%3E/#%3C4470f05b%40news.povray.
org%3E)?
Norbert
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That one didn't had as many details on the hull as this one. I was able
to even make a video animation of it which is still on YouTube.
https://www.youtube.com/watch?v=4N1bE1nIIWI
This time, I have lots of additional shapes on the hull, and also
additional CSGs. And not anymore the same computer, only a laptop.
HP Presario CQ57:
Intel Celeron CPU B800 @ 1.5 GHz
8 GB RAM
64 Bit Windows 7
How many hours did you render that part in total to get those 16%?
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On 1/28/2016 2:43 PM, Sven Littkowski wrote:
> That one didn't had as many details on the hull as this one. I was able
> to even make a video animation of it which is still on YouTube.
> https://www.youtube.com/watch?v=4N1bE1nIIWI
>
> This time, I have lots of additional shapes on the hull, and also
> additional CSGs. And not anymore the same computer, only a laptop.
> HP Presario CQ57:
> Intel Celeron CPU B800 @ 1.5 GHz
> 8 GB RAM
> 64 Bit Windows 7
>
> How many hours did you render that part in total to get those 16%?
>
His computer is roughly 16x as fast as yours, probably more.
Mike
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Mike Horvath wrote:
> On 1/28/2016 2:43 PM, Sven Littkowski wrote:
>> That one didn't had as many details on the hull as this one. I was able
>> to even make a video animation of it which is still on YouTube.
>> https://www.youtube.com/watch?v=4N1bE1nIIWI
>>
>> This time, I have lots of additional shapes on the hull, and also
>> additional CSGs. And not anymore the same computer, only a laptop.
>> HP Presario CQ57:
>> Intel Celeron CPU B800 @ 1.5 GHz
>> 8 GB RAM
>> 64 Bit Windows 7
>>
>> How many hours did you render that part in total to get those 16%?
>>
>
> His computer is roughly 16x as fast as yours, probably more.
>
>
> Mike
Have a look here
http://cpuboss.com/cpus/Intel-Core-i7-5960X-vs-Intel-Celeron-B800
--
Ger
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On 1/28/2016 6:09 PM, Ger wrote:
> Mike Horvath wrote:
>
>> On 1/28/2016 2:43 PM, Sven Littkowski wrote:
>>> That one didn't had as many details on the hull as this one. I was able
>>> to even make a video animation of it which is still on YouTube.
>>> https://www.youtube.com/watch?v=4N1bE1nIIWI
>>>
>>> This time, I have lots of additional shapes on the hull, and also
>>> additional CSGs. And not anymore the same computer, only a laptop.
>>> HP Presario CQ57:
>>> Intel Celeron CPU B800 @ 1.5 GHz
>>> 8 GB RAM
>>> 64 Bit Windows 7
>>>
>>> How many hours did you render that part in total to get those 16%?
>>>
>>
>> His computer is roughly 16x as fast as yours, probably more.
>>
>>
>> Mike
>
>
> Have a look here
> http://cpuboss.com/cpus/Intel-Core-i7-5960X-vs-Intel-Celeron-B800
>
Oops. I didn't realize the Celeron was a dual core processor.
Mike
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Sven Littkowski <jam### [at] yahoo com> wrote:
> That one didn't had as many details on the hull as this one. I was able
> to even make a video animation of it which is still on YouTube.
> https://www.youtube.com/watch?v=4N1bE1nIIWI
>
> This time, I have lots of additional shapes on the hull, and also
> additional CSGs. And not anymore the same computer, only a laptop.
> HP Presario CQ57:
> Intel Celeron CPU B800 @ 1.5 GHz
> 8 GB RAM
> 64 Bit Windows 7
>
> How many hours did you render that part in total to get those 16%?
ca. 9 h 5 min.
Greetings to Jamaica,
Norbert
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Ah. Thanks for telling me. :-D
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Yip.
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Me here:
12% after 5 days 4 hours...
It is a shame..........
:-(
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Your system is 13.05x faster than my system.
I think, I have to replace some areas of my ship with meshes (instead of
boxes and such).
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On 1/28/2016 6:13 PM, Mike Horvath wrote:
> Oops. I didn't realize the Celeron was a dual core processor.
I have a 4 core Celeron @ 2Ghz in my render farm. It is 4 times slower
than a 4 core i5 @ 3 Ghz.
Celerons are really slow for povray.
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Sven Littkowski wrote:
> Hi everyone,
>
> I am asking you for a test render of my scene. On my computer, this
> scene takes forever, and I want to find out, how fast it renders on your
> computer.
>
> If you're interested to assist me with this little favor, please let me
> know, and I will give you then all scene files. It is not a complete
> scene, but just a part of it:
> +sc0.248406 +sr0.444099 +ec0.441055 +er0.635475
>
> Please let me then know the time this part takes on your system. Thanks.
Hi, I have your render going on my machine and it's hanging at 2% for a while
now. It had me stumped for a bit since your scene has 133K objects and 14
light sources which shouldn't be such a problem. I've had scenes with 5M
objects render in a matter of minutes so I went looking for the culprit in
your code and I think I found it. You have a large number of difference
declarations in the code. A difference declaration is an absolute bitch when
it comes to rendering. I will go a long way to union-ing smaller objects to
avoid having to use a difference declaration. I suspect that you can save a
lot of render time if you rewrite your code avoiding the difference
declaration.
Btw, I'm running your code on a 8-core AMD at 4.2 Ghz and 16 GB mem. Not the
slowest in the bunch
--
Ger
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Weeping, weeping, weeping...
On 29.01.2016 03:17, dick balaska wrote:
> Celerons are really slow for povray.
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Yes, I use some Differences, true, indeed. If they are the cause, then I
must find a way to avoid them. Not easy, because I plan to design many
decks and rooms inside the ship, too.
There are some locations where I can replace them, but there are other
locations, where I don't know in which other way to achieve a similar
result.
Thanks a lot for your time, good intention, and valuable feedback, Ger.
Thanks, of course, to everyone else, too. :-)
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Le 16-01-29 05:28, Sven Littkowski a écrit :
> Yes, I use some Differences, true, indeed. If they are the cause, then I
> must find a way to avoid them. Not easy, because I plan to design many
> decks and rooms inside the ship, too.
>
> There are some locations where I can replace them, but there are other
> locations, where I don't know in which other way to achieve a similar
> result.
>
> Thanks a lot for your time, good intention, and valuable feedback, Ger.
> Thanks, of course, to everyone else, too. :-)
>
Use a difference of few large objects, then, add with union the smaller,
more detailed parts.
For the interior rooms, model them as modular sub-objects to be aranged
as needed. Don't forget to NOT place those that are obviously out of view.
An union of 100000 simple differences of two objects making a large
object renders a *lot* faster than a difference of one base objects and
1000 holes.
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Sven Littkowski wrote:
> Yes, I use some Differences, true, indeed. If they are the cause, then I
> must find a way to avoid them. Not easy, because I plan to design many
> decks and rooms inside the ship, too.
>
> There are some locations where I can replace them, but there are other
> locations, where I don't know in which other way to achieve a similar
> result.
>
> Thanks a lot for your time, good intention, and valuable feedback, Ger.
> Thanks, of course, to everyone else, too. :-)
I did a little test
#declare DifferenceSquare = difference {
box{<0, 0, 0>, <3, 3, -0.5>}
box {< 1, 1, 1>,< 2, 2, -1>}
}
#declare DifferenceWall = union {
#for(C1, 0, 200, 1)
#for(C2, 0, 100, 1)
object {DifferenceSquare translate <C1 * 3,C2 * 3, 0>}
#end
#end
pigment {rgb 0.5}
}
#declare FullDifferenceWall =
difference {
box {<0, 0, 0>,<600, 300, -0.5>}
#for(C1,0, 200, 1)
#for(C2, 0, 100, 1)
box {<0, 0, -1>,<1, 1, 1> translate <C1 * 3 +1, C2 * 3 + 1, 0>}
#end
#end
pigment {rgb 0.5}
}
For the DifferenceWall
Trace Time: 0 hours 0 minutes 0 seconds (0.586 seconds)
using 8 thread(s) with 3.062 CPU-seconds total
For the FullDifferenceWall
Trace Time: 0 hours 4 minutes 45 seconds (285.435 seconds)
using 8 thread(s) with 1494.015 CPU-seconds total
"Proof is in the pudding" they say.
--
Ger
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Thanks! I am going to make a lot of changes to my spaceship.
Question: is it possible to make some sort of export of Sketchup scenes
in a way, that I can load it into POV-Ray (as mesh)? There was once that
Skechup Plugin SU2Pov, but that was for an older vesion of SketchUp.
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Sven Littkowski wrote:
> Thanks! I am going to make a lot of changes to my spaceship.
>
> Question: is it possible to make some sort of export of Sketchup scenes
> in a way, that I can load it into POV-Ray (as mesh)? There was once that
> Skechup Plugin SU2Pov, but that was for an older vesion of SketchUp.
Who and what are you responding to?
It does help if you quote (parts off) the previous message.
--
Ger
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In parts, to you (changes).
And I also gave a new question to everyone. :-)
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Sven Littkowski wrote:
> In parts, to you (changes).
>
> And I also gave a new question to everyone. :-)
Never mind, I'm done with this.
--
Ger
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Well, thanks again.
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