Thanks Andrew,

Plenty to go at. I will start experimenting tomorrow.

Chris

----- Original Message -----
From: "Andrew Berge" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, March 23, 2007 2:22 PM
Subject: Re: Displacement mapping render times


> Chris,
>
>  Not specifically dealing with displacement , but as a general speedup
> tip i have had some success doing this :
>
>   In the render settings try setting your X x Y supersampling to 10x10
> and then slide your threshold down to around 5 or less and experiment
> till the effect becomes disturbing .. this can really speed up a reander
> and in some cases it can improve the look and remove some noise at the
> same time, what you are basically doing is not rendering adjacent pixels
> which are very close in colour.
>
>   Another one is that AA can be VERY intesive computationally and
> sometimes if your scene requires a high AA of 3 or 4 you may find that
> turning it all the way down to 1 or even off and then instead using the
> post effects scaling instead can be faster.
>   In the case of a seven hour render, I think i would be looking at any
> possibilites of breaking the render into layers and then compositing
> them together after, even if this dosnt speed the render up much,
> (ofcourse it may dramatically speed the render) It will mean that god
> forbid if you have to make any alterations you wont have to re-render
> the whole thing to change one small ellement.
>
> If you are network rendering... dont.. :)  Unfortuantely realsoft
> performs better and faster if you assign a group of frames to each
> machine and then save out seperate projects for eg frame
> 1-100,101-200,201-300 etc, varrying the number of frames according to
> the relative speed of the machines.
>
> Couple more things worth looking at that dont usually mean a big
> performance increase  but worth looking at:
>
> remove any constructors.. rotate,sweep, etc and extract the gemetry from
> the constructor and delete them setting the constructor to none.in the
> objects spec props.
>
> dont leave anything in edit mode
>
> avoid making complex and deep hierachies
>
> optimize any sds objects to as few vertices as possible, if its a flat
> object with sharp corners, or in paces it dosnt show then set them to
> poly mode.
>
> use smaller texture maps if possible
>
>   Well thats about all I can think of at moment, I can really relate to
> your situation, its no fun facing a deadline with render times like
> that, worse comes to the worse render to a smaller rez and scale up,
> youd be surprised how often they dont notice ;) .. good luck with it and
> if I can think of anything else I'll let you know
>
> happy rendering,
>
> Andrew
>
>
> Chris Sellars wrote:
> > Hi Vesa,
> > to be in the region of 7 times faster to make them commercially viable.
> > Obviously we will be increasing the size of our render farm as we can
afford
> > to do so, but in the meantime we will just have to limit or exclude the
use
> > of displacement mapping. The difference with displacement disabled
compared
> > to the same scene with it enabled, is in the region of 25 times faster,
> > which I think you will agree is a huge difference.
> >
> > Thanks,
> >
> > Chris
> > Morsel Animation
> >
> > ----- Original Message -----
> > From: "Vesa Meskanen" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Friday, March 23, 2007 11:57 AM
> > Subject: Re: Displacement mapping render times
> >
> >
> >
> >> Hi Chris
> >>
> >>
> >>> Unless anyone can come up with a super speed up method for
Displacement
> >>> mapping, or Realsoft can vastly improve its efficiency, I will have to
> >>> avoid
> >>> its use and just model displacements in my geometry where possible in
> >>> future
> >>> projects.
> >>>
> >> I expect that V6 will render complex displacement mapped scenes
typically
> >>
> > 2
> >
> >> times faster. Hopefully this helps.
> >>
> >>
> >> Kind regards,
> >>
> >> Vesa
> >>
> >>
> >>
> >> --
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> > 22/03/2007 07:44
> >
> >>
> >
> >
> >
> >
>
>
> --
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>

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