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"clipka" <nomail@nomail> wrote:
> You have a bounding box problem. And your divisor won't solve it.
>
> For memory efficiency, POV-Ray uses single-precision floating point numbers
> for bounding boxes. Those are precise to about 7 digits.
Hmm, this could also be the reason why unions of simple objects show 'strange'
visual behavior, when they are scaled down way below 1 unit. (I've since taken
to making sure that I avoid 'small' scaling of objects--by boosting the scale
of *everything* in a scene; I think I've read something about this in the
newsgroups as well.)
> What you really need to do is turn off bounding boxes altogehter. It's not as
> bad as it sounds: You probably just have spheres and meshes. As long as you
> generate the meshes near the origin, their internal bounding mechanism will
> kick in, and do a good job on it. And those few spheres are quickly checked
> for intersections...
>
Does that apply only to the 'new' bounding method in the 3.7 betas? Or to 3.6.1
as well?
So do I take it that by turning Bounding=off, there's still an 'internal'
bounding mechanism at play (at least with meshes)? That's new to me; didn't
know that.
KW
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