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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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.
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Umm... thats lack of optimization. The procedurals can be easily rendered to bitmaps, and so can be the 12 layers of bump maps.