I'm not sure if this also applies to instancing but hair has its own BSP
settings. Normal hair renders that can make a huge difference.
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
> Behalf Of Bernard Lebel
> Sent: 30 May 2007 01:27
> To: XSI(at)Softimage.COM
> Subject: Re: massive hair instance render
>
> Definitely consider using dynamic bsp and lower the mesh splitting
> factor (try 0.5, then 0.2, then 0.1...). Will make rendering slower,
> but will render. Also, definitely consider using the rasterizer, if it
> doesn't change too much your lighting.
>
>
> Cheers
> Bernard
>
>
>
>
> On 5/29/07, Kris Rivel <krisrivel(at)gmail.com> wrote:
> > I'm building a tree with many extremely photo-realistic leaves on it.
> > I'm using some SSS shading which looks great but together with
> massive
> > leaf instance count, my renders are hitting the roof. I'm trying to
> > stick to a 2GB memory limit too which is all thats available on the
> farm
> > I will be using. Just curious if anyone has any tips for handling
> such
> > massive hair instance renders. I still have a lot of tweaking and
> > optimization to fiddle with but it would be great to know of any
> other
> > nice tricks up front that I may not have thought about. Thanks.
> >
> > Kris
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