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Rendering Time
What is the highest Videolengeth:Rendertime:Videosize that a team has had this year?
Ours is about 8Sec:70Hr(Approx.):720x480. :ahh: (I hope you can understand what I am saying. (I havent had a decent sleep since kickoff.)) |
Re: Rendering Time
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Here are 3 steps to bring your render times down: 1) split the scenes in parts. As a general rule, each camera shot gets its own max file. 2) Reduce poly count. delete everything not in sight, subsitute everything in the distance with primitive geometry, and apply multires to everything else. 3) Tune down your GI/raytracer settings. Its pretty hard to tell the difference in quality, but the rendertimes will be cut in half |
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That's not really true, it more or less depends on the textures in your scene. If you have many materials with reflection and/or a lot of procedural materials (Like the ones I made) your rendertime will be high because of the reflections and having to shift through 18 different levels of bump maps.
Five seconds, 27 hours, about 9-11 minutes a frame was our highest. I had three computers running on marathon last week to get a 14 second segment done. |
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7 seconds : 36 hours (640 X 480)
btw....over 20 min...ha...sure you can have a perfectly optimized scene but get over 20 min render time~!!!!! it depends on complexity of LIGHTING (esp) materials and objects....especially if you are doing some really high detail stuff ....like peeps on Cgtalk etc....they sometimes talk about rendertimes of 7-8 hours a frame! oops...this is Salik Syed not Doug G posting.... sorry |
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Yeah, I've done stills that have taken 8-11 hours to render before. It's not that big of a deal really.
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Ok we have a scene with GI, ALL of objects carrying raytrace map, around 300k polycount, and complex particle system with post effects. All of this takes 10 min/frame. You just have to play with the settings - it really pays off.
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Try to also post your computer(s) specs... I have at most 30 sec per frame and just one 2800+ athlon w/ geforce4 mx440.
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Why would I render layers of bump maps to one bitmap? You completely lose what a procedural is all about. The 12 layers of bump maps would BE what a procedural is. What you're saying is optimization, is poor optimization by decreasing the quality of your materials heavily. The computers I rendered on were... Athlon XP 1800+ Overclocked to 2 Ghz Dual Athlon 1.4 Ghz Athlon XP 1800+ not overclocked The Dual Athlon created the fastest render times at about 9 minutes par for the course, the Athlon XP 1800+ overclocked ran 10 minutes, and the non-overclocked XP took 11 to 12 minutes a frame. |
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Wow. Your scenes must be very complex mine don't even reach a minute per frame. Do you have everything happening in one scene? Also, what renderer did you use. In my experience mental ray is alot slower than the default scanline, and vray being even faster. Too bad vray is very finnicky. I haven't tried brazil yet. Anyhow tell me what renderer you guys use.
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I do see one case where having procedural with a lot of layers is justified - landscape. It is huge and you are looking at only small parts at a time, and procedurals add good variation to texture. If this is what you were referring to, i agree with you. But for everything else? why? |
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We stole a nice machine to render on:
-Dual 2.4 xeons with hyper threading -2 gb of high speed ddr ram in dual banks -fx 1000 quadro card -dual 36gb SCSI's in raid 0/15,000 RPM Cheetah HDs -effective data rate to hard drives 640MBs Really helps us out alot, rendering is continuing today and tommorrow. :) |
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btw....displacement also takes a while.
Yes mental ray sometimes takes a bit longer than scaline it depends on the scene but i actually found that mray is a bit faster also the quality is like 20x better also just having a raytrace map doesn't make it slow there are some other factors like whether it is transparent reflectivity....btw 8-11 hours is for scenes w/ much higher poly count.... 300k is nothing.. esp if you have trees and what not..., the car alone in the 1st scene is 300k polygons the buildings is like 70 k thhe plants are all very high too i forget the grand total ... |
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But if you render out those layers of reflections, bump maps, composites, etc you lose exactly what a procedural is all about. |
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A procedural material is a high definition material that uses multiple layers of maps, including bump, diffuse, mask, composite, blend, reflections, and much more. There's nothing else that it can be really.
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I guess looking back on the thread you thought that i was suggesting "baking" the bump, reflection, etc onto the diffuse texture, but that is not at all what i was talking about. I was talking about rendering the procedural maps (like fractal noise, marble texture, etc.) into a bitmap, so that software doesnt have to recalculate it all the time. This also works for multiple layers of maps (in most cases), so that software doesnt have to blend between 10 different stacked bitmaps all the time, but blends them once and stores the result, and then uses it during rendertime. |
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Procedural Textures are ones that are created mathematically at the time of rendering. While i may slow rendering down a bit it will not affect it by that much. The pro about bitmaps is that they are more detailed when made correctly(ei not just a repeating pattern like procedurals) but unfortunately they will fill your hard drive fast if they are high quality and resolution.
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