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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

First topic message reminder :

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 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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Post by Guest Mon Feb 02, 2009 9:40 am

And syempre laging ganito lang yan..SPEED VS QUALITY..Ganyan lng lagi ang results.
thumbsup

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Post by 3DZONE Mon Feb 02, 2009 11:00 am

Makikisali din po...ewan ko lang po kung na-try ninyo ito....

===i'll go to files and archive, from archive folder/ max files duon ako nag re-render at napuna ko mas mabilis kaysa sa original project na max...kinukuha kasi niya yung mga nakakalat na texture (kung saan man siya galing) at iniipon lang niya isang folder at sa archive nga iyon....effective naman siya.

===dagdag ko rin, effective din ang pag-gamit ng vrayplane with materials lalo na sa grass, wala nga lang UVW's or displacement
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Post by 3DZONE Mon Feb 02, 2009 11:15 am

===isa pa po mga sir...nag se-save po ako ng files sa PNG extension para po walang BG, less rendering pa...ang BG nilalagay ko na lang sa PS at nakakapamili pa ko ng maganda specially sa exterior.

===pangalawa pa po, kung merong modification sa render, mag-crop or region na lang para mas less sa rendering ( palagay ko common na ito sa inyo pero para lang po sa hindi pa nakakaalam)

===about ACAD files to MAX....i always make sure na isang acad layer lang at walang blocks and images na kasama after importing to MAX
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Post by warrakz Mon Feb 02, 2009 11:59 am

Sir add ko lng bka sakaling maka2long din

: low res muna if the render looks good and pasado n sa syo then render it in high res..
: mag try muna low settings specially sa mga subdivisions & thresholds...then low res kpag s ganung settings eh medyo kuha na
no need to change settings or just tweak a bit nlng then render in high res...
: sa mapping pla kc normally select by poly ako ung kng solid applu lng me mat sa visible area lalo na mga wall sa labas plain
color lng... hope this helps....
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Post by torvicz Mon Feb 02, 2009 1:04 pm

guys, please if you want to share sumting, kindly put it on the list so we could make a list of reference or "rendering guide 101".

salamat po for understanding pra wala tayong clutter.

you may post pa so we could make use of these in the future...

salamat po uli mga dudes...
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Post by AJ Cortez Mon Feb 02, 2009 4:00 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.) 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..
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.

-----from AJC-----
32) Use 64bit Max
33) The use of X-refs is invaluable--primarily due to their ability to link large sections of scenery together and provide a means to keep your master scene to ballooning to an unwieldy size.
34) Attach those objects - 3ds Max is much more effiecient working with 9000 10k polygon objects than 200,000 1k polygon objects. Attaching all the components that are not being individually animated adds a significant amount of speed and flexibility to the scene you're working on.
35) Geometry Proxies - Ah yes, my new favorite tool! A geometry proxy is an optimized piece of geometry that is designed to load and render much more effiiciently in specific render engines such as Mental Ray & Vray.
36) Bitmap Proxies - Bitmap proxies are a great way to minimize the amount of RAM that you are expending on a scene.
37) Centralize your data - Centralizing your data adds a level of organization to any project.
38) Work Locally and Incremental Saves - Why you ask? Well, as you save to the network share, you can run into some traffic issues which can on occasion cause crashing and corrupted documents
39) Layers, Groups and Selection Sets - Any organized 3ds Max user has used these at one time or another, though some more than others.
40) Maxscripting - it can bring repetitive and laborious tasks to heal. This has saved me countless of production hours and has allowed us to tackle projects that would be impossible with the stock tools in 3ds Max.

Should I go on? Great thread here Torvicz Smile Have a nice day CGPeeps buttrock
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Post by AJ Cortez Mon Feb 02, 2009 4:08 pm

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...

I've had to use over 200 IES lights to do an accurate lighting analysis of a casino building exterior, was painful, but it was done on a 32 bit system...the trick is to break up your lights and render into light passes then add them together in compositing. pm me if you want the breakdown, I presented it at an Autodesk Master Class at Siggraph a couple of years ago.
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Post by bokkins Mon Feb 02, 2009 4:49 pm

cool stuf AJ. Thanks so much for sharing these ideas. Parang points to ponder. ang dami pala talaga namin dapat matutunan. Astig ka talaga bro. 2thumbsup
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Post by ERICK Mon Feb 02, 2009 5:58 pm

torvicz wrote:
ika nga, you can give a man a les paul but you won't get an eric clapton out of him....

sino nagsabi nito bro? hehehe.... galing ng thread mo.. isip din ako
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Post by Butz_Arki Mon Feb 02, 2009 7:06 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.) 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..
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.
32) For me i'm USING interpolation on all materials especially reflective & refractive materials.. Using interpolation on materials if you are using IRRADIANCE MAP.. Match the value of irradiance maps on Interpolation setting in materials..



This is Great thread dude TOrvicz!!
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Post by tutik Mon Feb 02, 2009 7:22 pm

AJ Cortez wrote: if you want the breakdown, I presented it at an Autodesk Master Class at Siggraph a couple of years ago.

it would be great if you could post it here AJ for the benefit of everyone, since you've mentioned it. your tips and Torvics' are indeed valuable.
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Post by torvicz Mon Feb 02, 2009 11:23 pm

@ dude AJ, thanks dude for posting your tips..really great! post more! please..
@ dude erick, di ko na matandaan dude e, sa john lennon vs. US ata, not sure.
@ dude Butz, para satin to dude, lalo sa mga nag uumpisa at gusto pang matuto. salamat rin sayo.
@ dude Arki, alam ko marami ka p dyan...cge lang dude post pa....
@ dude tutik, wer's ur share? hehe

to everyone, u may also put your name before your tips just like wat dude AJ did, but please dont forget to number them...ok. ty uli! dami ko napupulot dito..hehe
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Post by dpyxl Mon Feb 02, 2009 11:28 pm

thanks for the share sir AJ Cortez, i like the simple ones, effective talaga.. yung compositing tricks sana maka hirit kami ng special tutorial paglibre ka, ibang level na kasi din yun.

@cgp mods: this might be good for a sticky thread.. too better to ignore, for now let the list roll..

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..
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.
32) Use 64bit Max
33) The use of X-refs is invaluable--primarily due to their ability to link large sections of scenery together and provide a means to keep your master scene to ballooning to an unwieldy size.
34) Attach those objects - 3ds Max is much more efficient working with 9000 10k polygon objects than 200,000 1k polygon objects. Attaching all the components that are not being individually animated adds a significant amount of speed and flexibility to the scene you're working on.
35) Geometry Proxies - Ah yes, my new favorite tool! A geometry proxy is an optimized piece of geometry that is designed to load and render much more efficiently in specific render engines such as Mental Ray & Vray.
36) Bitmap Proxies - Bitmap proxies are a great way to minimize the amount of RAM that you are expending on a scene.
37) Centralize your data - Centralizing your data adds a level of organization to any project.
38) Work Locally and Incremental Saves - Why you ask? Well, as you save to the network share, you can run into some traffic issues which can on occasion cause crashing and corrupted documents
39) Layers, Groups and Selection Sets - Any organized 3ds Max user has used these at one time or another, though some more than others.
40) Maxscripting - it can bring repetitive and laborious tasks to heal. This has saved me countless of production hours and has allowed us to tackle projects that would be impossible with the stock tools in 3ds Max.

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Post by cubi_o: Tue Feb 03, 2009 12:24 am

AJ Cortez wrote:
-----from AJC-----
32) Use 64bit Max
33) The use of X-refs is invaluable--primarily due to their ability to link large sections of scenery together and provide a means to keep your master scene to ballooning to an unwieldy size.
34) Attach those objects - 3ds Max is much more effiecient working with 9000 10k polygon objects than 200,000 1k polygon objects. Attaching all the components that are not being individually animated adds a significant amount of speed and flexibility to the scene you're working on.
35) Geometry Proxies - Ah yes, my new favorite tool! A geometry proxy is an optimized piece of geometry that is designed to load and render much more effiiciently in specific render engines such as Mental Ray & Vray.
36) Bitmap Proxies - Bitmap proxies are a great way to minimize the amount of RAM that you are expending on a scene.
37) Centralize your data - Centralizing your data adds a level of organization to any project.
38) Work Locally and Incremental Saves - Why you ask? Well, as you save to the network share, you can run into some traffic issues which can on occasion cause crashing and corrupted documents
39) Layers, Groups and Selection Sets - Any organized 3ds Max user has used these at one time or another, though some more than others.
40) Maxscripting - it can bring repetitive and laborious tasks to heal. This has saved me countless of production hours and has allowed us to tackle projects that would be impossible with the stock tools in 3ds Max.

Should I go on? Great thread here Torvicz Smile Have a nice day CGPeeps buttrock

sir AJ....yes u can go on sir!!!.. We'd like to knw also the maxscripting better. ginawa ko to..pero it seems i've done it wrong. so d nako nagtry ulit.hehehe.. at we want to knw also the passes u've made for the break down of lights... Thanks ulit sir!!... Very Happy


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Post by tutik Tue Feb 03, 2009 12:40 am

torvicz wrote:@ dude tutik, wer's ur share? hehe

41) learn Photoshop and other compositing softwares (AE, Combustion). you will save hell a lot of render times.
42) understand photography. train your eyes. its good to have a vision of what you want to achieve before you start with your rendering workflow. for example, you'll know when to cancel a render process (region render) rightaway soon as you spot something wrong on your buffer rather than waiting for the whole scene to finish then realizing something's wrong (so much time wasted already) and you have to re-render again. trained eyes helps to influence clients and manage them to understand your vision.

thumbsup
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Post by dpyxl Tue Feb 03, 2009 1:13 am

@cgp mods: this might be good for a sticky thread.. too better to ignore.. follow the list na lang so

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..
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.
32) Use 64bit Max
33) The use of X-refs is invaluable--primarily due to their ability to link large sections of scenery together and provide a means to keep your master scene to ballooning to an unwieldy size.
34) Attach those objects - 3ds Max is much more efficient working with 9000 10k polygon objects than 200,000 1k polygon objects. Attaching all the components that are not being individually animated adds a significant amount of speed and flexibility to the scene you're working on.
35) Geometry Proxies - Ah yes, my new favorite tool! A geometry proxy is an optimized piece of geometry that is designed to load and render much more efficiently in specific render engines such as Mental Ray & Vray.
36) Bitmap Proxies - Bitmap proxies are a great way to minimize the amount of RAM that you are expending on a scene.
37) Centralize your data - Centralizing your data adds a level of organization to any project.
38) Work Locally and Incremental Saves - Why you ask? Well, as you save to the network share, you can run into some traffic issues which can on occasion cause crashing and corrupted documents
39) Layers, Groups and Selection Sets - Any organized 3ds Max user has used these at one time or another, though some more than others.
40) Maxscripting - it can bring repetitive and laborious tasks to heal. This has saved me countless of production hours and has allowed us to tackle projects that would be impossible with the stock tools in 3ds Max.
41) learn Photoshop and other compositing softwares (AE, Combustion). you will save hell a lot of render times.
42) understand photography. train your eyes. its good to have a vision of what you want to achieve before you start with your rendering workflow. for example, you'll know when to cancel a render process (region render) rightaway soon as you spot something wrong on your buffer rather than waiting for the whole scene to finish then realizing something's wrong (so much time wasted already) and you have to re-render again. trained eyes helps to influence clients and manage them to understand your vision.

cgp mods: this might be good for a sticky..here or in the vray section, too better to ignore..

contributors, list na lang so we continue to flow...

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Post by tutik Tue Feb 03, 2009 1:34 am

dpyxl wrote:

cgp mods: this might be good for a sticky..here or in the vray section, too better to ignore..

contributors, list na lang so we continue to flow...

calling Boks!!! i can't get the sticky thing to work Very Happy
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Post by a.espinosa Tue Feb 03, 2009 3:57 am

10.) purge undo window, specially commands on the list that eat up memory..

mga masters ano po ito???

thanks,

alex
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Post by abl_langs Tue Feb 03, 2009 4:07 am

a.espinosa wrote:10.) purge undo window, specially commands on the list that eat up memory..

mga masters ano po ito???

thanks,

alex

correct me if im wrong.. i think there referring to the "modifier stack".. try mong e-merge lahat ng commands dun or "covert to.." on each object..
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Post by render master Tue Feb 03, 2009 4:50 am

sige na nga share ko na rin hehehehe

43. Bitmaps - these tend to take up large amounts of RAM, especially if the maps are large. Since textures are managed by 3dsmax, VRay has no direct control over their memory usage. However, you can use the Bitmap pager settings of 3dsmax to reduce the RAM taken up by bitmaps. Turn on and adjust the bitmap pagers into a higher amount, this will address your computer to process the memory in using bitmaps. This is especially useful in rendering large image.

44. You might want to check the multi-threading option if you are using a dual processor.

45. Use Low resolution for rendering tests.

46. Use Rendering Region: render only what interests you. Time to time check your shaders, verify the little differences.. and quickly find the result you’re looking for.

47. Do not add Glossy effects. Add it just when you think that the scene works fine.

48. Geometry - scenes with lots of objects and/or triangle counts require more memory to render. There are several ways to reduce this amount:
-Adjust the raycaster settings in the System rollout (reduce Max. levels, increase Min. leaf size, increase Face/level coefficient, switch from Static to Dynamic Default Geometry).

49. Displacement mapping - objects displaced with the 2d displacement mapping method may require a lot of RAM to render, especially with large displacement maps. If this is the case, use the 3d displacement mapping method. Also, if you have several distinct displacement modifiers with the same displacement map, it is better to replace them with one modifier, applied to all the necessary objects. This is because each modifier will take RAM for the displacement map, separately from other modifiers, even if they have the same map.

50. Bitmap filtering - Summed area filtering uses much more memory than Pyramidal filtering. Use summed-area filtering only for smaller bitmaps

51. Shadow maps - these may also take up significant amounts of RAM. Again, these are managed by 3dsmax and VRay has no direct control over their memory usage. To reduce memory usage, you can switch to raytraced VRayShadows instead.

52. Image buffer - large output resolutions require a significant amount of RAM to store the final image. Additional G-Buffer channels increase that amount. There are several ways to reduce this amount:
-Use the 3dsmax Bitmap pager, if you are rendering to the 3dsmax default VFB.
-If you use VRay's own VFB, use the Render to VRay raw image file option and then use the VRay raw image file viewer to convert the resulting file to a different format.

53. Image samplers (AA) - the image sampling algorithms of VRay require some amount of RAM to hold all the data for the sampled image. This amount can be quite large, depending on the chosen bucket size and sampling rate. To reduce that amount:
-Reduce the bucket size.
-Switch to a different image sampler - for example, the Adaptive QMC sampler uses less RAM than the Adaptive subdivision sampler.

54. Global illumination caches - irradiance maps, photon maps and light maps all require additional memory to store them. Each of these has different methods for controlling its memory usage:
-For the irradiance map - the memory depends on the number of samples in the map; you can reduce this number by using lower Min/Max rate, and more loose threshold values (higher Color threshold, higher Normal threshold, lower Distance threshold).
-For the photon map - the memory depends on the number of photons stored. You can reduce this number by reducing the Diffuse subdivs for the lights, or by increasing the Max. density.

55. If not necessary, adjust your trace depth contols to a lower amount.

56. Even though you select the VRAY VFB as your output, the 3dmax VFB is stil created and thus taking additional memory. If you want to reduce that memory. you need to uncheck the "GET RESULOTION FROM MAX" option. Set the 3dmax resolution to lower value like 100 x 100, and then select your real output resolution in the VRAY VFB option


Last edited by render master on Wed Feb 04, 2009 12:30 am; edited 3 times in total
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Post by dpyxl Tue Feb 03, 2009 5:05 am

yehey, eto mga inaasahan ko papasok and open sa lahat ng bagay basta 3d ang usapan.. thanks sir ronel.

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Post by wesley14 Tue Feb 03, 2009 7:57 am

pano po ung sinasave na irradiance map at LC? pwede po ba un?

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Post by render master Tue Feb 03, 2009 10:04 am

to save IR Map or LC Map, be sure it was assigned on GI primary or secondary bounce. Say primary bounce - IR, then secondary bounce - LC.

Down below from each parameters, you will see MODE, just hit the save to file button and assign name for each map. Once you rendered the image, you can reuse it to render your scene thus shortening the rendertime.

still confuse, consult the vray manual.
soon to be here
"Tips n' Tricks on how to speed up rendering" - Page 2 3dmax

and these one also
"Tips n' Tricks on how to speed up rendering" - Page 2 Vraycover

ayan na-plugs tuloy ng di oras heheheheh....


Last edited by render master on Wed Feb 04, 2009 12:51 am; edited 2 times in total
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Post by 3DZONE Tue Feb 03, 2009 12:24 pm

torvicz wrote:@ dude AJ, thanks dude for posting your tips..really great! post more! please..
@ dude erick, di ko na matandaan dude e, sa john lennon vs. US ata, not sure.
@ dude Butz, para satin to dude, lalo sa mga nag uumpisa at gusto pang matuto. salamat rin sayo.
@ dude Arki, alam ko marami ka p dyan...cge lang dude post pa....
@ dude tutik, wer's ur share? hehe

to everyone, u may also put your name before your tips just like wat dude AJ did, but please dont forget to number them...ok. ty uli! dami ko napupulot dito..hehe

sorry sa panggugulo....makikibasa na lang po ako...hehehehe....bisita na lang po Very Happy peace man
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Post by torvicz Tue Feb 03, 2009 9:54 pm

@ dude ronel, grabe, nahilo ako sa mga tips mo....ngayon ko lng nalaman na ang dami pa talagang dapat matutunan....slamat dude sa pag share nito!
hintayin ko ung copy ko ng vray manual compiled by ronel pabico ha? hehehe
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