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> If you render 1 mesh and then render 1 box, the box will probably
> render faster.
> Thus if you create and render 1000 meshes and then create and render
> 1000 boxes, the boxes will probably still render faster.
> Also, the meshes will probably consume much more memory than the boxes.
>
> The difference may kick in if you create 1 mesh containing all the
> triangles of the original 1000 meshes and compare that 1 mesh with
> the 1000 boxes.
Of course I made one mesh containing all these triangles. They were in most
cases faster. But the main reason was, that with a mesh i didn't need 4 GB
RAM.
> So you shouldn't simply assume "meshes render faster than boxes". This
> is true only in certain contexts.
>
> How are you creating the meshes? Have you actually compared the rendering
> speed if you created boxes?
Every box consists of 12 triangles. I create the edge-point with VB and
include the triangle-file in POV-Ray
> > Maybe there are better ways to calculate such figures much more faster and
> > better. I think of something like isosurfaces. There's also the rule: draw
> > the point or not.
>
> Mandelbrot-type fractals are often ugly and not very descriptive if you
> render only the points inside the fractal.
> The most beautiful and descriptive Mandelbrot images are those where
> the coloration of space depends on the number of iterations it took to
> bail out. (It's descriptive because the color will tell you how close
> that point is to the border of the fractal.)
>
> Of course this is easy to do in a 2D image, but not in a 3D image.
>
> You could do what the 4D Julia fractal does: Use a low iteration
> amount and just render the surface of that iteration.
That's what I also thought of. Only rendering the points of one plane
crossing the figure. Then it is possible to color. hmmm...
I'will try it, when I have enough time, not yet. Maybe next week-end.
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