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consider cheating?
If you say massive, there's probably much visual
complexity in the scene.
Turning off certain options might
not make a huge visual difference. Benefits can be
extreme.
eg. turning of shadows on the leaves,
if theres ambocc, do the ambocc without
them
use seperate, non-area lights for
them.
split into layers
that kind of thing.
Its hard to say without knowing all that is going
on in the scene,
but complex scenes can require cheats you
wouldnt go for in a normal scene.
You would spend more time setting up, and less
rendering. It might make the difference between getting the shot done or
not.
I've seen rendertime go from 10 hours/frame to 45
minutes, just by being very selective in what received shadows and not.
It was actually on a shot with over 600 trees,
all with hair instanced leaves on them.
...
----- Original Message -----
Sent: Tuesday, May 29, 2007 11:24
PM
Subject: Re: massive hair instance
render
nothing more than your general optimizations...
tweaking
your bsp tree to handle a concentration of geometry in one area. try to limit
the size of the scene bounding box to that area.
different resolution
instance objects with lighter shading networks and swap them out accordingly.
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.
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