POV-Ray : Newsgroups : povray.text.scene-files : Xmas-tree Server Time
29 Jul 2024 00:25:40 EDT (-0400)
  Xmas-tree (Message 1 to 8 of 8)  
From: Remco de Korte
Subject: Xmas-tree
Date: 8 Oct 1998 19:30:16
Message: <361D4B93.72AC61E3@xs4all.nl>
As promised in the binaries-group here's the include-file for a nice & cozy
tree.
If you have any improvements please post.

Have fun,

Remco de Korte


Post a reply to this message


Attachments:
Download 'us-ascii' (4 KB)

From: Ken
Subject: Re: Xmas-tree
Date: 8 Oct 1998 19:34:38
Message: <361D3DD8.8B430FA3@pacbell.net>
Remco de Korte wrote:

> As promised in the binaries-group here's the include-file for a nice & cozy
> tree.
> If you have any improvements please post.
>
> Have fun,
>
> Remco de Korte

Thank you Remco.

Ken Tyler


Post a reply to this message

From: Remco de Korte
Subject: Re: Xmas-tree
Date: 9 Oct 1998 20:05:51
Message: <361EA562.AAD5FC85@xs4all.nl>
Ken wrote:
> 
> Remco de Korte wrote:
> 
> > As promised in the binaries-group here's the include-file for a nice & cozy
> > tree.
> > If you have any improvements please post.
> >
> > Have fun,
> >
> > Remco de Korte
> 
> Thank you Remco.
> 
> Ken Tyler

Well, don't thank me, because the code has more bugs in it then my bed.
I fixed it up a bit, so here's a new version (no major improvements, just took
out the annoying bits).

If you have any more suggestions for improvement they're more then welcome.


Remco


Post a reply to this message


Attachments:
Download 'us-ascii' (3 KB)

From: Ken
Subject: Re: Xmas-tree
Date: 9 Oct 1998 20:28:07
Message: <361E9BE2.27672982@pacbell.net>
Remco de Korte wrote:

> Well, don't thank me, because the code has more bugs in it then my bed.
> I fixed it up a bit, so here's a new version (no major improvements, just took
> out the annoying bits).
>
> If you have any more suggestions for improvement they're more then welcome.
>
> Remco

    Last night I attempted to use your last version in a scene.
I had 12 xtrees declared and before the scene could render windows
popped up and told me that I was running out of hard drive space.
The swapfile size had grown to over 180,000,000 bytes and had
consumed my 98 megs of ram. If you have any improvements to make it
would have to be in the memory use area. I mean wow that's a lot of
memory to use in one scene.
   I'm going to try it again to night and see if I can lower the
needle count because the scene I'm using it in would really look
great with the inclusion of pine trees.

Anyway thanks again.

Ken Tyler


Post a reply to this message

From: Remco de Korte
Subject: Re: Xmas-tree
Date: 9 Oct 1998 22:11:03
Message: <361EC0B5.EA06A9F2@xs4all.nl>
Ken wrote:
> 
> Remco de Korte wrote:
> 
> > Well, don't thank me, because the code has more bugs in it then my bed.
> > I fixed it up a bit, so here's a new version (no major improvements, just took
> > out the annoying bits).
> >
> > If you have any more suggestions for improvement they're more then welcome.
> >
> > Remco
> 
>     Last night I attempted to use your last version in a scene.
> I had 12 xtrees declared and before the scene could render windows
> popped up and told me that I was running out of hard drive space.
> The swapfile size had grown to over 180,000,000 bytes and had
> consumed my 98 megs of ram. If you have any improvements to make it
> would have to be in the memory use area. I mean wow that's a lot of
> memory to use in one scene.
>    I'm going to try it again to night and see if I can lower the
> needle count because the scene I'm using it in would really look
> great with the inclusion of pine trees.
> 
> Anyway thanks again.
> 
> Ken Tyler

Heehee, I told you it'd need a lot of memory, didn't I? Or didn't I....?
I made the same mistake at first and I'm still struggling. Just keep the amount
of lightsources down, or at least make them shadowless. I didn't even try
area-lights.
One way to cut down the amount of memory needed is to make the tree smaller.
Everything you take of goes of at the bottom, so it'll make a huge difference.
Anyway, if you find it unuseful, just leave it. I wish I could, but I need the
darned thing ;-)

Remco


Post a reply to this message

From: Spock
Subject: Re: Xmas-tree
Date: 11 Oct 1998 14:56:08
Message: <3620f138.0@news.povray.org>
You were lucky to get 12... my machine went into the toilet at 7...
The solution seems to be to use the same tree over and over.
I tweaked the include file to accept a maxheight argument and
included it three times... then spun the trees around and grouped
them to get 20 without running out of memory... might even be
able to go higer but 20 was all I needed.

Ken wrote in message <361E9BE2.27672982@pacbell.net>...
>    Last night I attempted to use your last version in a scene.
>I had 12 xtrees declared and before the scene could render windows
>popped up and told me that I was running out of hard drive space.
>The swapfile size had grown to over 180,000,000 bytes and had
>consumed my 98 megs of ram. If you have any improvements to make it
>would have to be in the memory use area. I mean wow that's a lot of
>memory to use in one scene.
>   I'm going to try it again to night and see if I can lower the
>needle count because the scene I'm using it in would really look
>great with the inclusion of pine trees.
>
>Anyway thanks again.
>
>Ken Tyler
>


Post a reply to this message

From: Chris Van Extergem
Subject: Re: Xmas-tree
Date: 13 Dec 1998 17:43:25
Message: <3674430d.0@news.povray.org>
<snip>
:
:If you have any more suggestions for improvement they're more then welcome.
:
<snip>

Well, as a matter of fact, I do...
Since you named it a X-mas tree, I figured it needed some coloured balls.
Tell me what you think of it, would you ?

Chris


Post a reply to this message

From: Chris Van Extergem
Subject: OOPS was :Re: Xmas-tree
Date: 13 Dec 1998 18:39:20
Message: <36745028.0@news.povray.org>
forgot to attach the damn thing !


Post a reply to this message


Attachments:
Download 'xmastree3.inc.txt' (4 KB)

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.