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-
- Some quick tips for stress-free raytracing on smaller systems!
-
- * Try to use a small preview size during development, as it
- improves develop/test turnaround time.
-
- * Don't set the rendering quality any higher than required
- for any particular job. There is no point in producing lots
- of colours, textures, shadows or reflections when you are
- still working on the shape of the objects in the scene!
-
- * Don't use anti-aliasing unless you are ready to produce the
- final draft of your image. It slows the rendering process
- down a great deal, and that is not helpful when you are in
- the middle of developing of your scene.
-
- * Avoid really intensive functions until quite late in the
- development of your scene. That means atmospherics, focal
- blur, fractal shapes and other processor-killing effects.
-
- * Set up a few different camera angles using equates or
- variables at the top of your scene. By commenting in or
- out these camera angles, you will be able to examine the
- parts of the scene you are working on from various angles
- without a lot of mucking about in the camera definition.
-
- * Leave the verbose and console stream options enabled while
- developing your scene, or you won't see the errors that
- pop up all too often during development. That can be very
- confusing!
-
- * If your scene is rendering slowly, then reduce the 'abort
- test count' value in POVRAY.INI. This will let you break
- out of a render more quicky and can save time.
-
- * If your scene is rendering rather quickly, then increase
- the 'abort test count' value. It saves on unwanted keyboard
- checks that are needed less frequently during fast renders.
-
- * If you are about to attempt an overnight render, then you
- should turn off any user-interactive checks and responses
- to save on rendering time. That means turn off the display
- preview mode, the verbose mode, the console stream and even
- the abort-test function. On the Falcon, this will cause the
- screenblanker to kick in, so be warned that the screen will
- remain black until the render is finished. For that reason
- it is important to disable the pause-when-done function or
- you may never know it's actually finished!
-
- * If you are going to attempt an animation, then make sure
- you disable the pause-when-done function or POV will wait
- for a keypress between each frame. That could be nasty!
-
- * When using the preview mode, it helps to leave the 'draw
- vistas' function enabled, as it gives you an idea of where
- the nasty (slow) bits of the image are - and therefore a
- better idea of how long it's going to take before it's all
- finished.
-
- * Don't output the image to a file unless you can't use the
- preview mode (ST/E users) or unless you are ready to render
- a final or otherwise 'useful' version. File output can slow
- down the rendering process a little, and that's not very
- helpful during the develop/test cycle.
-
- * Targa files may be big, but they contain all of the colours
- produced at render time and so maintain the image quality.
- Stick with Targa for as long as you can, unless you need to
- convert another format for very well defined reasons.
-
- * It's wise to enable the continue-trace option when rendering
- large files to disk, in case you suffer a crash or other bad
- accident.
-
- * If a render is badly interrupted, it is possible that it can
- never be continued without being repaired first. This is not
- easy for beginners, but it can be done with the right tools.
- In other words, don't throw your image away just because you
- managed to render 350 lines out of 400 and it won't continue
- properly. Keep the file and contact a POV expert and you
- might be able to salvage the image!
-
- * The anti-alias threshold is a bit tricky to get right, and
- it will vary in sensitivity between the two pixel sampling
- methods available (methods 1 and 2). For this reason, it is
- best to start with a large (low sensitivity) value and work
- downwards. The smaller the value, the more anti-aliased the
- image will be, and the slower it will render! A good start
- point is about 0.1, but you may find that is far too large
- and leads to rough edges. I find 0.0625 is not bad for most
- renders.
-
- * Choosing a sampling method is very tricky, and it's more
- down to experience than anything else. As a rough guide,
- method #1 uses neighbour-checks to decide if a pixel is
- unlike it's neighbours enough to merit anti-aliasing the
- pixel with extra rays (usually 3x3 = 9 rays). That means
- some pixels will be missed, but it's good enough for most
- types of scene. Method #2 is much cleverer. For every group
- of 2x2 pixels rendered, it decides if those pixels are far
- enough apart (intensity-wise) and if they are, it subdivides
- the grid into four smaller sets of 2x2 by casting some extra
- intermediate rays - and then it tries again. The 'antialias
- depth' value has a different meaning for each method. When
- using method #1, it decides the 'width' of the ray cluster
- fired at the offending pixel (3 = 3x3 = 9 rays). When using
- method #2, it decides the maximum depth the subdivision can
- reach for any group of 'start' pixels. Subdivision is much
- slower than simple neighbour-checks, but it is able to cast
- fewer rays because it's smarter. It can be anything from a
- little faster to a lot slower than method #1, but it does
- look a lot better most of the time.
-
- * If your scene uses lots and lots of objects inside unions,
- it is worth turning on 'split unions'. This can speed up
- rendering quite a lot as it allows the the sub-objects to
- be rendered using the vista buffer.
-
-