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It makes sense that the bounding is all hosed -- I'm a POV newbie (with no
programming exp.) and have never messed with manual bounding.
What do you do if your POV file is loosely organized, and spatially-nearby
objects are not necessarily described in the same part of the file? How do
you make a bounded_by statement apply to two objects that are not specified
in the same statement? (I'm posting this question before looking at the
docs, so the question itself may not make sense yet...)
--MMW
Johannes Dahlstrom wrote:
>
>This is also rather strange. You seem to have a very loose bounding, with
>the actual objects taking up a very small part of the total volume of
>bounding boxes. That's why almost every ray hits a bounding box, but when
>POV then checks a ray against the objects inside the box, it fails.
>
>
>Conclusion:
>Most probably you have a complex CSG construct of which only a very small
>part is actually visible. POV cannot calculate an effective bounding
>solution to such an object, so it ends up making a lot of work in vain. If
>you bounded your object manually with bounded_by { } and tried to get it as
>tight as possible, the render speed would probably increase a lot.
>
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