POV-Ray : Newsgroups : povray.general : Too many nested refracting objects. Server Time
1 Nov 2024 21:20:12 EDT (-0400)
  Too many nested refracting objects. (Message 1 to 3 of 3)  
From: Rafal 'Raf256' Maj
Subject: Too many nested refracting objects.
Date: 19 Jul 2004 16:47:23
Message: <Xns952BE7467EF9Fraf256com@203.29.75.35>
I have problem with "Too many nested refracting objects."

after changine an L-system plant (my underwater plant CSS-3 entry) into an 
media instead off plain pigment{...} solid object.


  Remove bounds........On 
  Split unions.........Off

  (btw - what exacly does this option do, maybe it can help? or increase 
speed of rendering in cost off bigger memory usage for more bounding 
boxes?)

  Bounding boxes.......On   Bounding threshold: 3
  Light Buffer.........On
  Vista Buffer.........On   Draw Vista Buffer....Off

Scene Statistics
  Finite objects:       217742  
  Infinite objects:          1
  Light sources:             1
  Total:                217744

Rendering Error: Too many nested refracting objects.  (<<<<<<<<<<<<)

  Total Time:    0 hours  1 minutes 39 seconds (99 seconds)


How can I get rid of this problem?

Main object, after unrolling recurency is something like

union {
  union {
    union { cylinder{} cylinder{} cylinder{} }
    union { cylinder{} cylinder{} cylinder{} }
    union { cylinder{} cylinder{} cylinder{} }
  }
  ...

_Each_  cylinder have own texture settings (different colors)
like :

  pigment { rgbf 1 }
  interior { media { emission <..,..,..> } }
  

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Alain
Subject: Re: Too many nested refracting objects.
Date: 19 Jul 2004 23:28:47
Message: <40fc916f$1@news.povray.org>
Rafal 'Raf256' Maj nous apporta ses lumieres ainsi en ce 19/07/2004 
16:47... :

>I have problem with "Too many nested refracting objects."
>
>after changine an L-system plant (my underwater plant CSS-3 entry) into an 
>media instead off plain pigment{...} solid object.
>
>
>  Remove bounds........On
>  
>
It remove some redundant manual boundings, mainly when the auto-bounding 
hapens to be tighter. It may increase render time.

>  Split unions.........Off
>
>  (btw - what exacly does this option do, maybe it can help? or increase 
>speed of rendering in cost off bigger memory usage for more bounding 
>boxes?)
>  
>
It break up unions to get beter bounding. This leads to faster render 
time as it can greatly reduce the number of intersection tests. If you 
have 2 or 3 long and narrow perpendicular cylinders in an union, if OFF, 
you have to test in the bounds of the whole, almost empty large bounding 
box instead of just in 3 narow boxes.

>  Bounding boxes.......On   Bounding threshold: 3
>  Light Buffer.........On
>  Vista Buffer.........On   Draw Vista Buffer....Off
>
>Scene Statistics
>  Finite objects:       217742  
>  Infinite objects:          1
>  Light sources:             1
>  Total:                217744
>
>Rendering Error: Too many nested refracting objects.  (<<<<<<<<<<<<)
>
>  Total Time:    0 hours  1 minutes 39 seconds (99 seconds)
>
>
>How can I get rid of this problem?
>
>Main object, after unrolling recurency is something like
>
>union {
>  union {
>    union { cylinder{} cylinder{} cylinder{} }
>    union { cylinder{} cylinder{} cylinder{} }
>    union { cylinder{} cylinder{} cylinder{} }
>  }
>  ...
>
>_Each_  cylinder have own texture settings (different colors)
>like :
>
>  pigment { rgbf 1 }
>  interior { media { emission <..,..,..> } }
>  
>
>  
>
Are those cylinders coaxials? Like all along the X axis between about 
the same coodinates. Do they have an ior value, or do you have an ior 
set as a default? Are there many intersecting ones?
Just a gues: try increasing the value for adc_bailout in the 
global_settings block.

Alain


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From: Kurts
Subject: Re: Too many nested refracting objects.
Date: 20 Jul 2004 14:03:32
Message: <kurtzlepirate-77B082.20033220072004@news.povray.org>
In article <Xns952BE7467EF9Fraf256com@203.29.75.35>,
 "Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:

> ...
> union {
>   union {
>     union { cylinder{} cylinder{} cylinder{} }
>     union { cylinder{} cylinder{} cylinder{} }
>     union { cylinder{} cylinder{} cylinder{} }
>   }
>   ...

  why union { union { union ...

  why not :
  union {
    cylinder {}
    cylinder {}
    ...
    cylinder {}
    cylinder {}
    cylinder {}
    }

  ?


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