CompuServe Thread

#Complex scenes and RAM

5 messages in this thread
#20392From: Chris BarnesJul 31, 1992 2:27 PM
I am doing a complex animation showing a chemical reaction, specific binding and separation at close, medium, and long range. I was a fool when I created the objects to be used for the close shot (too many faces) and I am paying for it now. I am now coordinating the movement and camera positions in KF and am hitting the swap file (w/o rendering at all) for about 12 MB. That's on top of the 13Mb I already have (3Mb reserved to shell to AniPro). At the close-up level I need high detail, so I don't know how much I could compromise on the smoothness of the small spheres involved or the bump maps I'm using. But the amount of memory I seem to require is phenomenal! Is this _normal_ for complex animations? I assumed that on my first big project I wouldn't be efficient, but this is alomost unworkable. Any thoughts, suggestions for the future? Chris Barnes
#20411From: PhilD [ADESK]Jul 31, 1992 5:38 PM
Chris, the number of faces will certain drive up the size of the work space the studio needs. Also, large map files will increase the space needed. It's usually less expensive, however, to use maps instead of geometry whenever you can, but keep the maps as small as your taste for realism allows.~
#20447From: Yost GroupJul 31, 1992 11:50 PM
Take a look at 3DSRAM.DOC in DL3. It gives the specifics on which parts of a scene take up memory, and how to calculate the amount of memory they will take up. It'll give you an idea of what to avoid in the future. In the meantime, it might not be the size of your meshes that is filling up the memory, but if it is, you might try recreating the objects with less complexity, and then using Replace Mesh (page 3-21) to switch to the simpler objects without altering the rest of your scene. – Jack
#20450From: Chris BarnesAug 1, 1992 12:25 AM
Thanks, I'll check them both out. Chris
#20569From: Mike MorrisonAug 3, 1992 10:09 AM
Just another trick you might try is to create simplified versions of you objects for the distance shots, then as the camera gets close, cut to the complex objects. Video post can be used to fade between the two takes. -MM