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Sven Littkowski <jam### [at] yahoo com> wrote:
> Hi,
>
> currently, I am using large images for my spaceship project as hull
> textures (please see the attached image). But that takes plenty memory
> and increases a lot the rendering time.
>
If you are applying your single image_map *many* times to your model (for
example, like many randomly-placed 'decals'), another way to save memory is to
first #declare the image_map in a pigment statement:
#declare my_hull_pigment = pigment{image_map{.....}}
......then use that in your scene, as the pigment in your (many) textures,
instead of a new image_map statement every time. This way, the original image
takes up memory only once. The idea is similar in concept to using a single mesh
object many times in a scene: one mesh which is 're-used', requiring no
additional memory.
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