POV-Ray : Newsgroups : povray.unofficial.patches : I-Stack Overflows Server Time
2 Sep 2024 00:19:58 EDT (-0400)
  I-Stack Overflows (Message 1 to 5 of 5)  
From: GrimDude
Subject: I-Stack Overflows
Date: 5 Oct 2000 22:11:18
Message: <39dd34c6@news.povray.org>
What are I-Stack overflows? My last rendering reported 8.6 million?

Grim


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From: Christophe Bouffartigue
Subject: Re: I-Stack Overflows
Date: 6 Oct 2000 02:52:20
Message: <39DD76A4.3173D83F@nanterre.marelli.fr>
GrimDude wrote:
> 
> What are I-Stack overflows? My last rendering reported 8.6 million?

Look at max_intersections (global_settings), in the official doc.
BTW, what have you rendered, to have I-Stack overflows ????

Bouf.


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From: GrimDude
Subject: Re: I-Stack Overflows
Date: 7 Oct 2000 16:28:13
Message: <39df875d@news.povray.org>
"Christophe Bouffartigue" <Chr### [at] nanterremarellifr>
wrote in message news:39DD76A4.3173D83F@nanterre.marelli.fr...
> BTW, what have you rendered, to have I-Stack overflows ????
>
> Bouf.

I am working on a tornado. It is still very much in progress.

Thank you for the response.

Grim


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From: GrimDude
Subject: Re: I-Stack Overflows
Date: 7 Oct 2000 23:55:47
Message: <39dff043@news.povray.org>
I got to thinking about this and knew you wanted another approach on tht
answer.

I defined a ton of objects, randomly select through those objects, create
random offsets upon the surface of an animated vortices, and then rotate the
entire structure within a motion blur statement (adjusting for offsets,
etc.). It's messy, sure. Too, I used a very high sampling rate on the motion
blur (170,1/32) and a rotational rate of 180,000 degrees per second. That is
what I suspect caused 8.6 million overflows. :)

Grim


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From: Christophe Bouffartigue
Subject: Re: I-Stack Overflows
Date: 9 Oct 2000 02:30:27
Message: <39E16602.4AFFB7E3@nanterre.marelli.fr>
GrimDude wrote:
> 
> I got to thinking about this and knew you wanted another approach on tht
> answer.

You got it !! ;)

> I defined a ton of objects, randomly select through those objects, create
> random offsets upon the surface of an animated vortices, and then rotate the
> entire structure within a motion blur statement (adjusting for offsets,
> etc.). It's messy, sure. Too, I used a very high sampling rate on the motion
> blur (170,1/32) and a rotational rate of 180,000 degrees per second. That is
> what I suspect caused 8.6 million overflows. :)

Was it the 170 samples of the motion blur that generated the I-stack
overflows ?
How much do you set max_intersections now ??

Bouf.


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