#Eco-Rendering…
4 messages in this thread
Hello,
One more question. My scene has now grown to about 100,000 faces. At no time in
the short is every object in frame. Is there any value in "hiding" objects out
of frame? Will it reduce render time at all? I just did a test frame and I'm
now seeing upwards of 30 minutes per frame, with many,many megs of swappin'.
How can I conserve, short of remaking my objects more effiently (which I've
tried to do the whole time)?
Thanks again!
James
That's a tough one James, and tricky too, but if you're comfortable hiding
objects then my suggestion would be to create several different .prj's and
delete the objects you would hide. This is the only way. Hiding objects in the
scene will make it render faster as it doesn't have to do the calculations but
the objects are still taking up space in memory. With 3DSs ability to create a
script for renders this will be a much easier task than it might first appear.
And will definitely save you alot of time. Its tricky though because you have
to make sure that the objects you delete will appear in the scene when you want
them to. And when you're working long hours to get a job done, its real easy to
forget or miscalculate which objects are supposed to be there.
-JE
Jonas was about to jump here with some help but goaded me into trying a test
rendering with CHEVY.3DS. Yes, moving things out of the camera view made a
difference, but not as drastic as as just hiding the object.
Display/Unhide/All
Available: 12640 Used: 12640 Swap file: 2932 Page faults: 3256
Display/Hide/Some (Chevy, Edge, Line)
Available: 12640 Used: 8900 Swap file: 0 Page faults: 0
Display/Unhide/All
Move "Some" out of the camera range
Available: 12640 Used: 12640 Swap file: 2324 Page faults: 3056
Note: I quit 3D Studio and went back in for each test – worried about the "Phar
Lap not releasing memory" issue!
Nik
1) Buy more ram. Swapping will murder your rendering times.
2) Yes, hiding will help somewhat.
3) Deleting objects not in camera, and splitting the rendering into "SEGMENTS"
will help
4) If all else fails, try this: render foreground objects as shadow casting
matte objects, and background objects normaly (you'll have to decide which is
which <g>). Then render the foreground objects as non-matte objects using the
previously rendered images as background. Michele Bousquet has an informative
article on matte objects reprinted in 3D Artist issue #13, pg. 16.
see ya,
John Tissavary (La Luna cie)