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I'm preparing to do a high quality render of an animation I've setup.
Because of the large size of the animation (15,800 frames, 720x480) I'm
looking for any way to improve rendering speed. The animation is
divided into 22 "scenes", each one of which is regulated using if
statements. I was wondering if the material between the #if and #end
portions of a scene are still parsed if the #if statement is false. Or,
in other words, if it would be faster to delete or comment out portions
of the animation not being used in the current round of rendering.
Bryan
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news:4479e441$1@news.povray.org...
> I'm preparing to do a high quality render of an animation I've setup.
> Because of the large size of the animation (15,800 frames, 720x480) I'm
> looking for any way to improve rendering speed. The animation is
> divided into 22 "scenes", each one of which is regulated using if
> statements. I was wondering if the material between the #if and #end
> portions of a scene are still parsed if the #if statement is false. Or,
> in other words, if it would be faster to delete or comment out portions
> of the animation not being used in the current round of rendering.
>
> Bryan
According to the documentation, the portion between #if and #end is skipped
if the condition is false
http://www.povray.org/documentation/view/3.6.1/241/
Marc
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As Marc already told you, there's no need to remove those sections. For
some more tips on speeding up POV-Ray renders check out the POV-Ray
speed guide:
http://povray.tirnalong.com/ow.asp?p=SpeedGuide
HTH,
Florian
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M_a_r_c <jac### [at] wanadoofr> wrote:
> According to the documentation, the portion between #if and #end is skipped
> if the condition is false
*Interpreting* that part is skipped, but POV-Ray has to go through it
in order to find the proper #else or #end in the first place. It can't
magically know where it is located if it doesn't go through the tokens
in the scene.
IOW it will parse the body of the #if (in order to find the #else or #end)
but it will not interpret it.
--
- Warp
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news:447ab0c9@news.povray.org...
> IOW it will parse the body of the #if (in order to find the #else or
#end)
> but it will not interpret it.
>
> --
> - Warp
It should be faster than real parsing isn't it?
Marc
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> It should be faster than real parsing isn't it?
Depends, I guess: Consider this scene:
#if (0)
#declare b = 0;
#while (b<1000000)
sphere { x*b, 0.5 pigment { rgb 1 } }
#declare b = b + 1;
#end
#else
#end
Parsing it takes 0 seconds (Because the loop is parsed, but not
executed). But if you replace the loop with actual data, like this:
#if (0)
sphere { x*0 0.5 pigment { rgb 1 } }
sphere { x*1 0.5 pigment { rgb 1 } }
sphere { x*2 0.5 pigment { rgb 1 } }
...
sphere { x*999997 0.5 pigment { rgb 1 } }
sphere { x*999998 0.5 pigment { rgb 1 } }
sphere { x*999999 0.5 pigment { rgb 1 } }
#else
#end
Parsing takes 11 seconds, because this time each sphere has to be parsed
separately.
So if you're long parsing times are caused by lengthy calculations in
loops or recursion (but are short in terms of lines of SDL), then
removing them won't really shorten parse time. But if they are caused by
"real parsing", you're better off moving that data to an include file:
#if (0)
#include "test2.pov"
#else
#end
Takes 0 seconds to parse (test2.pov contains the 10000000 sphere
definitions from above).
HTH,
Florian
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Florian Brucker wrote:
> As Marc already told you, there's no need to remove those sections. For
> some more tips on speeding up POV-Ray renders check out the POV-Ray
> speed guide:
>
> http://povray.tirnalong.com/ow.asp?p=SpeedGuide
>
>
> HTH,
> Florian
Thanx everyone for the info.
Bryan
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M_a_r_c <jac### [at] wanadoofr> wrote:
> It should be faster than real parsing isn't it?
I think you are confusing terms here.
Parsing a script means to split it (internally) into meaningful tokens.
Interpreting it, which you call "real parsing" is to act upon those tokens.
POV-Ray has to parse the file in order to find the proper #end.
--
- Warp
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