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I believe I have found a partial workaround for the memory problem. If
you want a spike of say, height 5, make it height 1 and scale it
<1,5,1>. Then all cylinders/spheres will be stretched into the Y
direction and consequently will overlap more with wider curvature,
meaning fewer layers required to eliminate jaggies. Also please note
that you can optimize the layers paramater until the spike gets down to
a pixel in your render. I may have overshot this somewhat with 1000
layers in the dodeca scene.
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