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"Tips n' Tricks on how to speed up rendering"

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Post by torvicz Sun Feb 01, 2009 4:54 am

You might have some tips and tricks on how to speed up your rendering, care to share them with us?
It may be about material set up, lighting set up, or the number of mesh...anything.

Any information regarding this would be a great help not only for me but for all of us here in the community.
I'm hoping you could help...

Thank you in advance...
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Post by torvicz Sun Feb 01, 2009 10:05 pm

mga dude!

parang ayaw nyong mag share ha? hehehe joke...

ok lang...reply nalng kung meron na ha?

salamat.....


here's my share: you may want to add some, please...

1.)as much as possible limit ur polycount to minimum.
the more poly the slower the rendering.
2.)if ur using vray, always proxy the ones with high polycount.
3.)don't put too much subdivisions on your shadows (as much as possible).
4.)
5.)
6.)
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Post by hans Sun Feb 01, 2009 10:48 pm

1.)as much as possible limit ur polycount to minimum.
the more poly the slower the rendering.
2.)if ur using vray, always proxy the ones with high polycount.
3.)don't put too much subdivisions on your shadows (as much as possible).
4.)remove unwanted object on your scene
5.)dont use so giant/ultra/high texture if your rendering small output
try to proportion both.
6.)
7.)


Last edited by hans on Mon Feb 02, 2009 5:01 am; edited 1 time in total
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Post by torvicz Sun Feb 01, 2009 10:52 pm

thanks dude hans!

now, let me hear from the others...please..
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Post by abl_langs Sun Feb 01, 2009 11:01 pm

nice thread sir torvicz.. just to add things:

1. material wise: avoid using too much glossiness and highlights, a simple diffuse, bump and reflection(with .95 - .75) will do.. try not to use archshaders..
2. use high polys object only when the object is very near to the view or camera..
3. for exterior: standard directlight(as ur sun) and vray environment light is much more faster to render compared to vraysun and sky.. u just need to tweak the colors to achieved the sun&sky effect.. thumbsup
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Post by kurdaps! Sun Feb 01, 2009 11:07 pm

Cut and paste na lang natin. For additonal na din, cut and paste and continue the numbering..

Thanks for Opening the Thread Torvicz.. Smile

1.) as much as possible limit ur polycount to minimum.
the more poly the slower the rendering.
2.) if ur using vray, always proxy the ones with high polycount.
3.) don't put too much subdivisions on your shadows (as much as possible).
4.) remove unwanted object on your scene
5.) dont use so giant/ultra/high texture if your rendering small output
try to proportion both.
6.) material wise: avoid using too much glossiness and highlights, a simple diffuse, bump and reflection(with .95 - .75) will do.. try not to use archshaders..
7.) use high polys object only when the object is very near to the view or camera
8.) for exterior: standard directlight(as ur sun) and vray environment light is much more faster to render compared to vraysun and sky.. u just need to tweak the colors to achieved the sun&sky effect..
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Post by torvicz Sun Feb 01, 2009 11:13 pm

@ dude hans, let's say we all have the same rig. We are not talking of hardware here. I'm hoping we focus on tricks n techniques. mga settings.
ika nga, you can give a man a les paul but you won't get an eric clapton out of him....

@ dude kurdaps, that's the idea. cut and paste nalang para future reference natin lalo na nung mga baguhan sa visualization..this is all for us. thanks for the reply...kala ko ala ng papansin e...hehehe...others may give some of their point of view..kahit small lang....okie!
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Post by torvicz Sun Feb 01, 2009 11:16 pm

7.) use high polys object only when the object is very near to the view or camera.. ( makes a lot of sense!!!)

oo nga naman! salamat dude kurdaps....ngyon ko lang narinig to ha? heheh
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Post by dpyxl Mon Feb 02, 2009 2:01 am

1.) as much as possible limit ur polycount to minimum.
the more poly the slower the rendering.
2.) if ur using vray, always proxy the ones with high polycount.
3.) don't put too much subdivisions on your shadows (as much as possible).
4.) remove unwanted object on your scene
5.) dont use so giant/ultra/high texture if your rendering small output
try to proportion both.
6.) material wise: avoid using too much glossiness and highlights, a simple diffuse, bump and reflection(with .95 - .75) will do.. try not to use archshaders..
7.) use high polys object only when the object is very near to the view or camera
8.) for exterior: standard directlight(as ur sun) and vray environment light is much more faster to render compared to vraysun and sky.. u just need to tweak the colors to achieved the sun&sky effect..

9.) know the difference between copy and instance.. simple but effective
10.) purge undo window, specially commands on the list that eat up memory..
11.) this i part of my resource management, i always shutoff my antivirus while rendering (or dont install at all), specially anti-virus like norton and mcafee (which sucks bigtime) this are memory hog application, same as old Nero updates, always check taskbar once a while, even screensaver and windows eyecandy specially in vista, i turn them off back to basic.
12.) use map efficiently, instead of modelling small details, in par with [#7.]
13.) use xref scene (but not sure duh, havent tried it yet)
14.) use polygon friendly 3dsmax plugins such as mootools' polycruncher, best of all its free tongue
15.) be wary of iteration levels when making curves/meshsmoothing
16.) when using irradiance map, check interpolation, par it with reflection and refraction interpolation on the submenu.. (match it with IR min/max rate with interpolation min/max rate)
17.) caustics are time killer
18.) first pass, brute force vs. irradiance map, (case to case basis)
19.) hardcore noisethreshold and AA subdivision rate, (case to case basis)
20.) be wary of glossy reflection and frosted materials..(case to case basis)
21.) instead of using dof in physical cam, Photoshop can do the trick with an ease with zbuffer channel or plugins like Alien Skin's DoF and DoF Generator PRO by Richard Rosenman.
22.) post process can short the rendering workflow, proffesional composition programs like Autodesk's Combustion and the likes.. just know variations in renderchannels in vray render elements (F10).
23.) Evermotion Archshaders and Archinterior/Exterior Materials are on overkill settings, dont be lazy to edited it once a while, dont just copy and salvage someone's craft as it is.
24.) Irradiance and Light Cache (save to file), skip the computation when using the same sets and scene over and over again.
25.) balance with the resolution output and irradiance map settings.


hope i share something..

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Post by torvicz Mon Feb 02, 2009 3:37 am

@ dpxyl, dude ang dami nga e...will try some.....ok ung sa turning off of anti virus...it will really help! galeng! ung ibang points mo I will try them..thanks dude!...




to fellow cgpinoys : some more?
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Post by cubi_o: Mon Feb 02, 2009 4:18 am

nasabi na ata lahat dude ehh..hehehe...
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Post by cubi_o: Mon Feb 02, 2009 4:25 am

1.) as much as possible limit ur polycount to minimum.
the more poly the slower the rendering.
2.) if ur using vray, always proxy the ones with high polycount.
3.) don't put too much subdivisions on your shadows (as much as possible).
4.) remove unwanted object on your scene
5.) dont use so giant/ultra/high texture if your rendering small output
try to proportion both.
6.) material wise: avoid using too much glossiness and highlights, a simple diffuse, bump and reflection(with .95 - .75) will do.. try not to use archshaders..
7.) use high polys object only when the object is very near to the view or camera
8.) for exterior: standard directlight(as ur sun) and vray environment light is much more faster to render compared to vraysun and sky.. u just need to tweak the colors to achieved the sun&sky effect..

9.) know the difference between copy and instance.. simple but effective
10.) purge undo window, specially commands on the list that eat up memory..
11.) this i part of my resource management, i always shutoff my antivirus while rendering (or dont install at all), specially anti-virus like norton and mcafee (which sucks bigtime) this are memory hog application, same as old Nero updates, always check taskbar once a while, even screensaver and windows eyecandy specially in vista, i turn them off back to basic.
12.) use map efficiently, instead of modelling small details, in par with [#7.]
13.) use xref scene (but not sure duh, havent tried it yet)
14.) use polygon friendly 3dsmax plugins such as mootools' polycruncher, best of all its free tongue
15.) be wary of iteration levels when making curves/meshsmoothing
16.) when using irradiance map, check interpolation, par it with reflection and refraction interpolation on the submenu.. (match it with IR min/max rate with interpolation min/max rate)
17.) caustics are time killer
18.) first pass, brute force vs. irradiance map, (case to case basis)
19.) hardcore noisethreshold and AA subdivision rate, (case to case basis)
20.) be wary of glossy reflection and frosted materials..(case to case basis)
21.) instead of using dof in physical cam, Photoshop can do the trick with an ease with zbuffer channel or plugins like Alien Skin's DoF and DoF Generator PRO by Richard Rosenman.
22.) post process can short the rendering workflow, proffesional composition programs like Autodesk's Combustion and the likes.. just know variations in renderchannels in vray render elements (F10).
23.) Evermotion Archshaders and Archinterior/Exterior Materials are on overkill settings, dont be lazy to edited it once a while, dont just copy and salvage someone's craft as it is.
24.) Irradiance and Light Cache (save to file), skip the computation when using the same sets and scene over and over again.
25.) balance with the resolution output and irradiance map settings.
26. before u place all the shaders. try to override first the materials in the rendering parameters(global switches.).to make sure all polygons are modelled correctly for test rendering so that you would knw the types of shaders u placed individually and u can trace easily which materials could possibly caused the rendering longer.
27).too many lights can also coz the overkill of the rendering.
28). use alwayz the default parameters for fast test renders..
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Post by torvicz Mon Feb 02, 2009 4:27 am

cubi_o: wrote:nasabi na ata lahat dude ehh..hehehe...

kaw pah dude! meron pa yan...hehe
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Post by Mastersketzzz Mon Feb 02, 2009 4:54 am

Nice thread, very educational...

27).too many lights can also coz the overkill of the rendering.

can we do something about this, if it is required to put these lights sir?

Thanks...

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Post by denz_arki2008 Mon Feb 02, 2009 5:12 am

torvicz wrote:You might have some tips and tricks on how to speed up your rendering, care to share them with us?
It may be about material set up, lighting set up, or the number of mesh...anything.

Any information regarding this would be a great help not only for me but for all of us here in the community.
I'm hoping you could help...

Thank you in advance...

dude galing ng post mo........
ok n ok....
dami matututunan...

ala n ako masabi nasabi n ata lahat......
wait n lng natin ung ibang masters
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Post by dpyxl Mon Feb 02, 2009 5:14 am

notice ko lang mabagal yung mga dating works ko when using models import from autocad compare to 3dsmax objects.. sabi ng friend ko there's something left sa files within cadd that make it slower than it should be.. care to share, if someone can break this myth?

for sure madami pa tricks dyan tinatago ung mga master..

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Post by torvicz Mon Feb 02, 2009 5:27 am

dude pxyl, I also experienced that...
I think lalo na pag nag file link ka mas bumabagal ang rendering.
maybe becoz it's eats some time in gathering info from autocadd.

much better import and then delete after tracing it...
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Post by cubi_o: Mon Feb 02, 2009 5:51 am

Mastersketzzz wrote:Nice thread, very educational...

27).too many lights can also coz the overkill of the rendering.

can we do something about this, if it is required to put these lights sir?

Thanks...

hi sir, if marami kang ilaw na needed...sometimes i jst used standard lights - (omni,target spot lights,etc - using their attenuations). 1 thing also-the more na mataas ang subdivs..the more the render will be longer.
(addressing also sa Subdivison nang lights and in your material editor)
Especially pag IES lights, talagang matagal mag render. Pero pag kailangan na kailangan mo talaga,
i guess u have to step backward...save mo lng ang irridiance map or LC or qmc nya for rendering.
just as the previous steps stated. hope it helps.. Smile

pahabol:
in saving the irridiance map/LC/QMC- u can render the output size smaller than your hi res image to save time.
just dont forget to uncheck the "don't render final image"(in GLobal SWitches) after u have saved this irridiance for ur hi res image..


Last edited by cubi_o: on Mon Feb 02, 2009 6:51 am; edited 1 time in total
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Post by dpyxl Mon Feb 02, 2009 6:21 am

much better import and then delete after tracing it...

sir torvicz, sir pwede pa elaborate how, hehe.. sorry noobs here..

edit: or pa pm baka kung ma-derail yung thread.

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Post by cloud20 Mon Feb 02, 2009 6:28 am

dpyxl wrote:
much better import and then delete after tracing it...

sir torvicz, sir pwede pa elaborate how, hehe.. sorry noobs here..

edit: or pa pm baka kung ma-derail yung thread.

the "purge" command in autocad might be of some help in removing excess garbage when file linking. i model everything in cad, file link to max, but i dont seem to have slowdowns when rendering... thumbsup
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Post by torvicz Mon Feb 02, 2009 6:30 am

cloud20 wrote:
dpyxl wrote:
much better import and then delete after tracing it...

sir torvicz, sir pwede pa elaborate how, hehe.. sorry noobs here..

edit: or pa pm baka kung ma-derail yung thread.

the "purge" command in autocad might be of some help in removing excess garbage when file linking. i model everything in cad, file link to max, but i dont seem to have slowdowns when rendering... thumbsup

thanks dude, try ko to! salamat dude...
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Post by bokkins Mon Feb 02, 2009 7:04 am

lightcache = 50-200
ies sun + standard cam
very low preset setting ng IR

isip pa ko.. 2thumbsup
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Post by Mastersketzzz Mon Feb 02, 2009 7:16 am

cubi_o: wrote:
Mastersketzzz wrote:Nice thread, very educational...

27).too many lights can also coz the overkill of the rendering.

can we do something about this, if it is required to put these lights sir?

Thanks...

hi sir, if marami kang ilaw na needed...sometimes i jst used standard lights - (omni,target spot lights,etc - using their attenuations). 1 thing also-the more na mataas ang subdivs..the more the render will be longer.
(addressing also sa Subdivison nang lights and in your material editor)
Especially pag IES lights, talagang matagal mag render. Pero pag kailangan na kailangan mo talaga,
i guess u have to step backward...save mo lng ang irridiance map or LC or qmc nya for rendering.
just as the previous steps stated. hope it helps.. Smile

pahabol:
in saving the irridiance map/LC/QMC- u can render the output size smaller than your hi res image to save time.
just dont forget to uncheck the "don't render final image"(in GLobal SWitches) after u have saved this irridiance for ur hi res image..


Thanks sir, really appreciate it. God Bless...

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Post by Guest Mon Feb 02, 2009 8:24 am

nasabi na lahat a... ano pa nga ba?... Rolling Eyes

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Post by Guest Mon Feb 02, 2009 9:31 am

1.) as much as possible limit ur polycount to minimum.
the more poly the slower the rendering.
2.) if ur using vray, always proxy the ones with high polycount.
3.) don't put too much subdivisions on your shadows (as much as possible).
4.) remove unwanted object on your scene
5.) dont use so giant/ultra/high texture if your rendering small output
try to proportion both.
6.) material wise: avoid using too much glossiness and highlights, a simple diffuse, bump and reflection(with .95 - .75) will do.. try not to use archshaders..
7.) use high polys object only when the object is very near to the view or camera
8.) for exterior: standard directlight(as ur sun) and vray environment light is much more faster to render compared to vraysun and sky.. u just need to tweak the colors to achieved the sun&sky effect..

9.) know the difference between copy and instance.. simple but effective
10.) purge undo window, specially commands on the list that eat up memory..
11.) this i part of my resource management, i always shutoff my antivirus while rendering (or dont install at all), specially anti-virus like norton and mcafee (which sucks bigtime) this are memory hog application, same as old Nero updates, always check taskbar once a while, even screensaver and windows eyecandy specially in vista, i turn them off back to basic.
12.) use map efficiently, instead of modelling small details, in par with [#7.]
13.) use xref scene (but not sure duh, havent tried it yet)
14.) use polygon friendly 3dsmax plugins such as mootools' polycruncher, best of all its free tongue
15.) be wary of iteration levels when making curves/meshsmoothing
16.) when using irradiance map, check interpolation, par it with reflection and refraction interpolation on the submenu.. (match it with IR min/max rate with interpolation min/max rate)
17.) caustics are time killer
18.) first pass, brute force vs. irradiance map, (case to case basis)
19.) hardcore noisethreshold and AA subdivision rate, (case to case basis)
20.) be wary of glossy reflection and frosted materials..(case to case basis)
21.) instead of using dof in physical cam, Photoshop can do the trick with an ease with zbuffer channel or plugins like Alien Skin's DoF and DoF Generator PRO by Richard Rosenman.
22.) post process can short the rendering workflow, proffesional composition programs like Autodesk's Combustion and the likes.. just know variations in renderchannels in vray render elements (F10).
23.) Evermotion Archshaders and Archinterior/Exterior Materials are on overkill settings, dont be lazy to edited it once a while, dont just copy and salvage someone's craft as it is.
24.) Irradiance and Light Cache (save to file), skip the computation when using the same sets and scene over and over again.
25.) balance with the resolution output and irradiance map settings.
26. before u place all the shaders. try to override first the materials in the rendering parameters(global switches.).to make sure all polygons are modelled correctly for test rendering so that you would knw the types of shaders u placed individually and u can trace easily which materials could possibly caused the rendering longer.
27).too many lights can also coz the overkill of the rendering.
28). use alwayz the default parameters for fast test renders..

Makikigulo..hehehe.nice thread BTW...Nasabi na halos lahat add ko lng to.Pwedeng sundin pwedeng hindi din depende kse sa scene na nirerender..
29).For me i prefer ADAPTIVE QMC rather than Adaptive Subdivision...
30).Check your Raycast Parameters too..Like render region division,region sequence etc..
31)If ure using vray displacement mode,try to limit the area if 2d mapping ang setup for it eats a lot of ram.


Cge isip pa ko ng iba pa.. thumbsup


Last edited by ARCHITHEKTHURA on Mon Feb 02, 2009 9:42 am; edited 1 time in total

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