When I'm developing a scene I sometimes find that particular elementssuch as an Isosurface, some media or even a light source are causing the render time to increase significantly.
If I'm not actually working on that slow bit of the scene, I turnit off, so that its not being rendered every time I try and tinker with something else.
I've put an example below. In this mini scene I have a light source that can optionally turn on or off its area_light settings. This has a huge impact on the render time.
The important bit here is"#declare showAreaLights = no;" which I use to turn off the area_lights settings. Render the scene, then change the "no" to "yes" and render again, you'll see the huge speed difference.
If you look at the SDL you'll see that I have put an "#if"statement in the middle of the light_source declaration that only includes the area_light details if the value of "showAreaLights" is set to "yes".
In a big scene I might easily have 20 various things that I can turn on or off.
A common thing I do is have a set of development light sources that I turn on while tinkering with a scene so that I can see everything from every angle, awhich I then turn off during final rendering.
#include "colors.inc"
#include "glass.inc"
#include "stars.inc"
#include "shapes.inc"
#declare showAreaLights = no;
camera {location <0,1,-5> look_at <0,0,0>}
background { color <0.25,0.35,0.80> }
plane {y, -1 pigment { color rgb <0.7,0.5,0.3> }}
sphere { <0,.5,0>,1.5 texture { pigment { Red } normal { agate scale .2 } finish { ambient 0 specular .1}} }
light_source { <-50, 100, -50> color White
#if(showAreaLights = yes)
area_light <3,0,0>,<0,0,3>,25,25
#end}
You can use the same principal to turn on or off complex textures, or to hide slow isosurfaces.
The possibilities are endless...