View Full Version : Rendering of big scenes
empireman
11-12-2006, 10:51 PM
Hi, everyone! I need help!
How can I render the scene with 3000000 of polygons...
Is it possible?
Chuvak, http://www.cgtalk.ru/forum/showthread.php?t=14723 is this your topic?
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empireman
11-13-2006, 07:42 PM
Chuvak, http://www.cgtalk.ru/forum/showthread.php?t=14723 is this your topic?
yes chuvak.. it`s mine :D
csaez
11-13-2006, 08:52 PM
Hi, i dont have idea about Maya (i'm from XSI and 3dsmax) but you can try with Large BSP to limit the amount of memory in the renderer, the render is more slow than BSP but work really well with big scenes.
Greetings
bertrand
11-14-2006, 10:37 AM
you can also try to render in batch. It often a good idea. baking texture also.I dont know how mental ray manage reference but it s may be a solution.
bert
empireman
11-15-2006, 11:14 PM
I also render in batch.. I'm using Muster, and all my scene consist references..
What seems to be the problem ? If it's memory, try rendering the same scene without any fileTextures and see if that "fixes" the problem. If it does, generate map files... :cool:
And yeh, largeBSP
Maybe surface Approximation nodes could help as well ?
Maybe surface Approximation nodes could help as well ?
In what case ? This is for nurbs/subD or can apply to polygons too ? Just wondering...
Osaires
12-11-2006, 01:35 PM
jup you can apply a subdiv approx. node to polys to, you only have to make sure it 4`s or 3`s poly model
Thanks Osaires, but in fact my question was unprecise. I was wondering how a surface Approximation node would optimize a big scene, and in fact specially with polygons can it in any way reduce tesselation ? I was beliving it could increase it only...
I'm not entirely sure if it would help. Basically, I've done a test in which I have smoothed a polyCube with a normal polySmooth node to the level of two. Makes a sphere.
Next to it, I smooth a polyCube using the approximation node and used the distance depending length/distance/angle setting with "view dependent on" and l ~6 d 0 and a 45 settings. Then render it from different distances and check your triangle count!! It's makes quite a difference. So basically it means that you can reduce your polycount in the viewport and then make up for it by "intelligently" smoothing with the approx node.
If that helps even if no smoothing is involved at all, I don't know ;)
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