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In a scene I have a rather complex object (aka tree) that I want to repeat
several times. The tree consists of about 40 branches all of which are the
same object. Now, does POV-Ray optimize in that if I use the same object
(like with #declare blah = object{ or union{) it will only create one of
those in memory and just transform and texture it?
Currently, for one tree POV-Ray states 250,000 objects, 330megs peak to
render. If I have some many repeated objects, shouldn't it be much much
less? Or I am declaring the stuff wrong?
Thanks in advance!
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On Thu, 28 Mar 2002 13:10:08 -0500, "Chris Becker" <cmb### [at] rit edu> wrote:
> In a scene I have a rather complex object (aka tree) that I want to repeat
> several times. The tree consists of about 40 branches all of which are the
> same object. Now, does POV-Ray optimize in that if I use the same object
> (like with #declare blah = object{ or union{) it will only create one of
> those in memory and just transform and texture it?
You can simple check this comparing memory usage reported in output after
rendering of one instance and two insttances of your object. But short answer
is: in general it is omptimized only for meshes.
ABX
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This is why I ask, while looking for a tree macro I came upon this page:
http://www.netaxs.com/~ptdawson/ptdtree3.htm
which has a picture with a thousand trees and says that it only takes up the
same amount of memory as one tree. Is this because they're made up of
triangles and not other objects?
news:k2n6augfrg9ter7dvmgs39jumui12m3hq6@4ax.com...
> On Thu, 28 Mar 2002 13:10:08 -0500, "Chris Becker" <cmb### [at] rit edu>
wrote:
> > In a scene I have a rather complex object (aka tree) that I want to
repeat
> > several times. The tree consists of about 40 branches all of which are
the
> > same object. Now, does POV-Ray optimize in that if I use the same object
> > (like with #declare blah = object{ or union{) it will only create one of
> > those in memory and just transform and texture it?
>
> You can simple check this comparing memory usage reported in output after
> rendering of one instance and two insttances of your object. But short
answer
> is: in general it is omptimized only for meshes.
>
> ABX
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On Thu, 28 Mar 2002 13:28:50 -0500, "Chris Becker" <cmb### [at] rit edu> wrote:
> This is why I ask, while looking for a tree macro I came upon this page:
> http://www.netaxs.com/~ptdawson/ptdtree3.htm
> which has a picture with a thousand trees and says that it only takes up the
> same amount of memory as one tree. Is this because they're made up of
> triangles and not other objects?
Yes, but I suppose author of this page/macro was inaccurate. Next mesh instance
reuires at least memory for transformation and pointer to original mesh
structure.
ABX
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> Yes, but I suppose author of this page/macro was inaccurate. Next mesh instance
> reuires at least memory for transformation and pointer to original mesh
> structure.
I think that in 3.5 it also requires memory for the textures in the mesh.
(This was necessary to fix the bug about textures not being transformed
with meshes.)
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Make a tree into a mesh. Copy that object 40 times.
In the Petrified Orchard Valley (where all of the Rusty animations
take place), I have several hundred trees. They are meshes built
from a fractal pattern. There are only three different ones, scaled
and rotated. Not much memory used.
--
Rusty is rendering!
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"John VanSickle" <evi### [at] hotmail com> wrote in message
news:3CA4B171.7BCA9765@hotmail.com...
> Make a tree into a mesh. Copy that object 40 times.
>
> In the Petrified Orchard Valley (where all of the Rusty animations
> take place), I have several hundred trees. They are meshes built
> from a fractal pattern. There are only three different ones, scaled
> and rotated. Not much memory used.
>
15,000 in my latest irtc image.... (4 flavours, and w/ different rotations and
scales for each copy).
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