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.
Kris
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