[Radiance-general] rvu: too many modifiers in ambient list
Greg Ward
gregoryjward at gmail.com
Mon Jul 11 20:09:26 CEST 2005
Hi Lars,
If you don't use a material or set of materials for an object, then
including the unused material is a waste of space. Thus, including a
whole material library with each object, which uses at most a few of
these materials, is a huge tax on memory during rendering. Don't do
it. Find another way, even if it's less convenient.
My earlier suggestion was to include the colorpict in each object
file as needed to move coordinates around with your geometry, and
alias'ing the material the colorpict is applied to. That way, you
duplicate only what is needed for correct rendering, and can still
use a library. The alias also takes up space, but not as much as a
whole library of materials. It is about the same as putting just the
materials used in each geometry file. Giving each alias a unique
name also avoids the generation of excess id's with the -ae option
you are currently experiencing. Each unique modifier name generates
as many id's as there are appearances in your scene. (Instancing a
mesh or octree counts as a single appearance, where xform'ing counts
for multiple appearances.)
If you can avoid duplicating your entire material library with each
object, this should solve all your problems.
-Greg
More information about the Radiance-general
mailing list