"Tips n' Tricks on how to speed up rendering"
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:: General :: CG News & Discussions
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"Tips n' Tricks on how to speed up rendering"
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...
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...
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: "Tips n' Tricks on how to speed up rendering"
@ 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
hintayin ko ung copy ko ng vray manual compiled by ronel pabico ha? hehehe
torvicz- Sgt. Pepper
- Number of posts : 3235
Registration date : 01/10/2008
Re: "Tips n' Tricks on how to speed up rendering"
Mga master!!!! Tanong k lng if may mga procedure kung papaano mapabilis ang RENDERING di kaya maapektuhan ang Ganda
ng setting. Maliban dun s mga glass shaders n di nmn practikal n maglagay nun kung wla nmn tlga s view...Pero kung lighting n iibahin do you think bka mbago ang Ganda ng setting? Kc mostly s Setting ang adjust nyo eh..although alm nmn ntn lhat n mtagal tlga magrender ng Grass,Tree and Glass etch..pero i sacrifice b ntn ang adjustment s Setting...Papaano nmn ang rule
ng VRAY "QUALITY vs TIME". Sna msagot nyo ang ktanungan kung ito kung mali man ako pki explain nmn po oh. Sir Ronel at s iba png master dyn...THANKS n mrami
ng setting. Maliban dun s mga glass shaders n di nmn practikal n maglagay nun kung wla nmn tlga s view...Pero kung lighting n iibahin do you think bka mbago ang Ganda ng setting? Kc mostly s Setting ang adjust nyo eh..although alm nmn ntn lhat n mtagal tlga magrender ng Grass,Tree and Glass etch..pero i sacrifice b ntn ang adjustment s Setting...Papaano nmn ang rule
ng VRAY "QUALITY vs TIME". Sna msagot nyo ang ktanungan kung ito kung mali man ako pki explain nmn po oh. Sir Ronel at s iba png master dyn...THANKS n mrami
AUSTRIA- CGP Le Corbusier
- Number of posts : 2422
Age : 45
Location : Abu Dhabi UAE
Registration date : 19/09/2008
Re: "Tips n' Tricks on how to speed up rendering"
AUSTRIA wrote:Mga master!!!! Tanong k lng if may mga procedure kung papaano mapabilis ang RENDERING di kaya maapektuhan ang Ganda
ng setting. Maliban dun s mga glass shaders n di nmn practikal n maglagay nun kung wla nmn tlga s view...Pero kung lighting n iibahin do you think bka mbago ang Ganda ng setting? Kc mostly s Setting ang adjust nyo eh..although alm nmn ntn lhat n mtagal tlga magrender ng Grass,Tree and Glass etch..pero i sacrifice b ntn ang adjustment s Setting...Papaano nmn ang rule
ng VRAY "QUALITY vs TIME". Sna msagot nyo ang ktanungan kung ito kung mali man ako pki explain nmn po oh. Sir Ronel at s iba png master dyn...THANKS n mrami
bro there are test renders that are minimal in settings pero ok naman ang output... if me noise na nag occur, adjust adjust lang ng konti pataas ang mga subdivisions ng light, shadows or even materials.. ganun lang ginagawa ko sa dualcore ko noon... for a fairly modelled and textured scene ,di nag e exceed ng 45 mins ang rendering time ko...
Re: "Tips n' Tricks on how to speed up rendering"
QUALITY vs TIME.... hmmm i think both of them must consider.
57. inspect your scene -was there are lots of unused polys, was there are lot of models that only clatters the scene but are not viewable on camera, was there are lots of unused materials on the editor....
meaning, sometimes we think that our render setup is hampering the rendertime, but if we just inspect our scene, the things mention above are factors that affects.
58. another one. sometimes our model in autocad was located far from the axis origin, this happens most of the time. then once we link it up to our rendering program, we just let them as it is. This also prolong the rendertime when executed. Bring it back in 0,0 axis position while still in autocad.
59. Overlapping of Models and meshes. - a scene with much of these will take longer time to render. You need to tweak your setting into higher so as to cover up those splotches.
60. Rendering Large Image - rendering a large output image takes longer time when rendered as a whole. Use alternatives, like split rendering, or some render plugins like Super Render - wherein the scene will be subdivided into bucket window then automatically combining them after the last bucket.
found here:
>>>SUPER RENDER scriptS<<<
and more....
57. inspect your scene -was there are lots of unused polys, was there are lot of models that only clatters the scene but are not viewable on camera, was there are lots of unused materials on the editor....
meaning, sometimes we think that our render setup is hampering the rendertime, but if we just inspect our scene, the things mention above are factors that affects.
58. another one. sometimes our model in autocad was located far from the axis origin, this happens most of the time. then once we link it up to our rendering program, we just let them as it is. This also prolong the rendertime when executed. Bring it back in 0,0 axis position while still in autocad.
59. Overlapping of Models and meshes. - a scene with much of these will take longer time to render. You need to tweak your setting into higher so as to cover up those splotches.
60. Rendering Large Image - rendering a large output image takes longer time when rendered as a whole. Use alternatives, like split rendering, or some render plugins like Super Render - wherein the scene will be subdivided into bucket window then automatically combining them after the last bucket.
found here:
>>>SUPER RENDER scriptS<<<
and more....
render master- Game Master
- Number of posts : 3274
Age : 104
Location : riyadh, saudi arabia
Registration date : 27/09/2008
Re: "Tips n' Tricks on how to speed up rendering"
nahilo ako.. nice thread dude torvics. i have a lot pa kaya lang VraySketchup hehehehe. pwede siguro rendering naman... https://cgpinoy.forumtl.com/vray-tutorials-f35/quick-rendering-using-vray-sketchup-vray-sr-t1835.htm
Re: "Tips n' Tricks on how to speed up rendering"
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.
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
57. inspect your scene -was there are lots of unused polys, was there are lot of models that only clatters the scene but are not viewable on camera, was there are lots of unused materials on the editor....
meaning, sometimes we think that our render setup is hampering the rendertime, but if we just inspect our scene, the things mention above are factors that affects.
58. another one. sometimes our model in autocad was located far from the axis origin, this happens most of the time. then once we link it up to our rendering program, we just let them as it is. This also prolong the rendertime when executed. Bring it back in 0,0 axis position while still in autocad.
59. Overlapping of Models and meshes. - a scene with much of these will take longer time to render. You need to tweak your setting into higher so as to cover up those splotches.
60. Rendering Large Image - rendering a large output image takes longer time when rendered as a whole. Use alternatives, like split rendering, or some render plugins like Super Render - wherein the scene will be subdivided into bucket window then automatically combining them after the last bucket.
limit natin pag "quote" para maiwasan spam, sticky na lang pag continuation sa next page and additional sets of tricks.. for now let the list roll..
dpyxl- CGP Apprentice
- Number of posts : 577
Age : 43
Location : Bahrain
Registration date : 16/10/2008
Re: "Tips n' Tricks on how to speed up rendering"
Additional lang po.I don't know if this would help..
61.) Try to minimize the number of layers. If you're going to use same material in one layer, i suggest na use the same layer nalang..
61.) Try to minimize the number of layers. If you're going to use same material in one layer, i suggest na use the same layer nalang..
katt_woman- Number of posts : 2
Age : 42
Location : Cebu City
Registration date : 03/03/2009
Re: "Tips n' Tricks on how to speed up rendering"
in rendering poh it depends on how fast your computer poh..
but still I will try ayon sa nalalaman ko:
1. anti-aliasing (adap subd (-2,-1) mganda po yan sa vray, mdali lng pro mdyo dirty/noisy lng xa.
2. GI settings set to "Low"
3. Try mo po ung small frame size like 320x240 (low reso)
4. Turn off shadows (specially area shadows) unless kelangan mo icheck ung shadows.
5. turn off glossy reflection (also in global switches)
6. If ggamit k po ng secondary bounces , Light Cache po gmitin with 300 samples instead na Brute
7. Gamit po ng Calculation phase for GI passes po pra mkita ung lights sa render frame mo po..
8. if isa lang ang object na bnago mo po try mo po ung Region render kng gus2 mo ung anung part lng gus2 mo mkita.
9. For animation po, gamit ka po ng Viewport Previews gamit ung "make preview command" para mkita ung timing ng animation =)
For Final Render po,
1. A reasonable anti aliasing setting like adaptive QMC 1,7. or adaptive subdivision 0,1.
2. Render resolution (try 720x480 for widescreen -ito mostly gmit ko) mga 3000 for print
3. GI set to "Medium" dpende sa gus2 mo po.. pwd "High" pro mtagal mgrender, ung light cache babaan mo po like 500 samples. Medium or high settings for animated for objects
4. Pra sa mga Glossy subds gamit k poh ng value 25 or ung smooth glossy reflections.
5. same lng den po sa area shadows 25 din..
6. Iba nmn po sa settings ng animation, you have to cachec irradiance maps for static objects with moving cameras ska render mo po ng High settings kung animated objects like mga characters.. (itong #6 dko pa ntry pwo nabasa ko to sa isang site hnd p ksi ako nkagawa ng gnito)
ala nko iba maisip sa ngaun yan plng lam ko.. sana nkatulong
but still I will try ayon sa nalalaman ko:
1. anti-aliasing (adap subd (-2,-1) mganda po yan sa vray, mdali lng pro mdyo dirty/noisy lng xa.
2. GI settings set to "Low"
3. Try mo po ung small frame size like 320x240 (low reso)
4. Turn off shadows (specially area shadows) unless kelangan mo icheck ung shadows.
5. turn off glossy reflection (also in global switches)
6. If ggamit k po ng secondary bounces , Light Cache po gmitin with 300 samples instead na Brute
7. Gamit po ng Calculation phase for GI passes po pra mkita ung lights sa render frame mo po..
8. if isa lang ang object na bnago mo po try mo po ung Region render kng gus2 mo ung anung part lng gus2 mo mkita.
9. For animation po, gamit ka po ng Viewport Previews gamit ung "make preview command" para mkita ung timing ng animation =)
For Final Render po,
1. A reasonable anti aliasing setting like adaptive QMC 1,7. or adaptive subdivision 0,1.
2. Render resolution (try 720x480 for widescreen -ito mostly gmit ko) mga 3000 for print
3. GI set to "Medium" dpende sa gus2 mo po.. pwd "High" pro mtagal mgrender, ung light cache babaan mo po like 500 samples. Medium or high settings for animated for objects
4. Pra sa mga Glossy subds gamit k poh ng value 25 or ung smooth glossy reflections.
5. same lng den po sa area shadows 25 din..
6. Iba nmn po sa settings ng animation, you have to cachec irradiance maps for static objects with moving cameras ska render mo po ng High settings kung animated objects like mga characters.. (itong #6 dko pa ntry pwo nabasa ko to sa isang site hnd p ksi ako nkagawa ng gnito)
ala nko iba maisip sa ngaun yan plng lam ko.. sana nkatulong
Re: "Tips n' Tricks on how to speed up rendering"
THANKS FOR Sharing us your tricks & tips. malaking tulong ito sa amin mga naguumpisan matutong mag vray.
supermanhbm- Number of posts : 3
Age : 44
Location : MAKATI
Registration date : 11/11/2008
Re: "Tips n' Tricks on how to speed up rendering"
some additional tips nlng din
*VR Displacement - if you are not using vraydisplacement mod to your poly and gamit mo yung displacement map under vray shader. You can actually do blending modes of 2 shaders with a fall off mask so as to have an illussion whats near is pretty displaced and as it is going far it loses its displacement (best example is grass) . In a way its computing less displacement sa malayo but still gives convincing result.
*BITMAPS - If you happen to have a huge file and size on your bitmaps on a small or large scale projects. You can always go to asset tracking (very useful place to communicate with your assets) and activate bitmap proxies which will create a virtual file and lets you resize globally the sizes of all your bitmaps ( if i remembered it correctly).Thus, having smaller sizes all across your maps means faster viewport manipulation and rendering.
thats all for now
*VR Displacement - if you are not using vraydisplacement mod to your poly and gamit mo yung displacement map under vray shader. You can actually do blending modes of 2 shaders with a fall off mask so as to have an illussion whats near is pretty displaced and as it is going far it loses its displacement (best example is grass) . In a way its computing less displacement sa malayo but still gives convincing result.
*BITMAPS - If you happen to have a huge file and size on your bitmaps on a small or large scale projects. You can always go to asset tracking (very useful place to communicate with your assets) and activate bitmap proxies which will create a virtual file and lets you resize globally the sizes of all your bitmaps ( if i remembered it correctly).Thus, having smaller sizes all across your maps means faster viewport manipulation and rendering.
thats all for now
Re: "Tips n' Tricks on how to speed up rendering"
ryancoy wrote:some additional tips nlng din
*VR Displacement - if you are not using vraydisplacement mod to your poly and gamit mo yung displacement map under vray shader. You can actually do blending modes of 2 shaders with a fall off mask so as to have an illussion whats near is pretty displaced and as it is going far it loses its displacement (best example is grass) . In a way its computing less displacement sa malayo but still gives convincing result.
*BITMAPS - If you happen to have a huge file and size on your bitmaps on a small or large scale projects. You can always go to asset tracking (very useful place to communicate with your assets) and activate bitmap proxies which will create a virtual file and lets you resize globally the sizes of all your bitmaps ( if i remembered it correctly).Thus, having smaller sizes all across your maps means faster viewport manipulation and rendering.
thats all for now
sir wala ka paring kupas!!! ito ung mga never heard ko pang mga technique na nabasa eh!!!! sana sir post mo pa ung ibang mga tips na malaki ang maitutulong samin!!!!
KONGRESMAN- CGP Newbie
- Number of posts : 124
Age : 44
Location : dubai
Registration date : 25/03/2009
Re: "Tips n' Tricks on how to speed up rendering"
anyone here familiar on handling Tekla Structures?
rica- CGP Apprentice
- Number of posts : 259
Age : 40
Location : Philippines
Registration date : 23/05/2009
Re: "Tips n' Tricks on how to speed up rendering"
rica wrote:anyone here familiar on handling Tekla Structures?
Mam Rica, pls be specific on your question??
3DZONE- Cube Spinner
- Number of posts : 3834
Age : 49
Location : Abu Dhabi U.A.E.
Registration date : 20/12/2008
Re: "Tips n' Tricks on how to speed up rendering"
hmmm..kc sa ofis nmin my nag-iintroduce ng bgong program, its name is "Tekla Structures", nearly like 3d max but it is said to be a 4 dimension rendering material...im quite interested and our senior wants to buy the program only if i could handle it perfectly in a short period....coz in rendering im using SU+Vray/Podium+Ps...thats why....well, thanks sa mga tips d2 about rendering, dmi ko pang natututunan..hehehe
rica- CGP Apprentice
- Number of posts : 259
Age : 40
Location : Philippines
Registration date : 23/05/2009
Re: "Tips n' Tricks on how to speed up rendering"
rica wrote:hmmm..kc sa ofis nmin my nag-iintroduce ng bgong program, its name is "Tekla Structures", nearly like 3d max but it is said to be a 4 dimension rendering material...im quite interested and our senior wants to buy the program only if i could handle it perfectly in a short period....coz in rendering im using SU+Vray/Podium+Ps...thats why....well, thanks sa mga tips d2 about rendering, dmi ko pang natututunan..hehehe
So far this is what I got, "Tekla Structures is Building Information Modeling (BIM) software that enables the creation and management of accurately detailed, highly constructably 3D structural models regardless of material or structural complexity. Tekla models can be used to cover the entire building process from conceptual design to fabrication, erection and construction management." Let us see baka merong nakakaalam ng program na to. OT na to, thanks for posting Mam Rica
Last edited by 3DZONE on Sat May 23, 2009 10:50 pm; edited 1 time in total
3DZONE- Cube Spinner
- Number of posts : 3834
Age : 49
Location : Abu Dhabi U.A.E.
Registration date : 20/12/2008
Re: "Tips n' Tricks on how to speed up rendering"
oh i c....well thanks a lot po sa info sir.... :-)
rica- CGP Apprentice
- Number of posts : 259
Age : 40
Location : Philippines
Registration date : 23/05/2009
Re: "Tips n' Tricks on how to speed up rendering"
confusing ung thread title ma'am... hintay din ako ng sagot sa tekla... hehehe
Guest- Guest
Re: "Tips n' Tricks on how to speed up rendering"
kietsmark wrote:confusing ung thread title ma'am... hintay din ako ng sagot sa tekla... hehehe
uu nga poh ei...di ble next time na pumunta cla sa ofis, ill be the one to know the details from them, kc nsa site aku ng ngpresent cla sa ofis nmin ei, la tuloy po aku idea...hehehe...thanks po... :-)
rica- CGP Apprentice
- Number of posts : 259
Age : 40
Location : Philippines
Registration date : 23/05/2009
Re: "Tips n' Tricks on how to speed up rendering"
Maraming Salamat sa tips...ma enganyo ako i tuloy ulet ang mga maxtutorials ko,,
how to speed up rendering
1. as much as possible don't import too much object from autocad bcoz it has a lot of mesh
2. turn off detail enhancement slot and vray caustic if not necessary to be used.
3. always use the default set up at vray rQMC sampler
hope it would help you a lot...............
2. turn off detail enhancement slot and vray caustic if not necessary to be used.
3. always use the default set up at vray rQMC sampler
hope it would help you a lot...............
gio_arki- CGP Newbie
- Number of posts : 7
Age : 49
Location : dubai
Registration date : 29/05/2009
Re: "Tips n' Tricks on how to speed up rendering"
about the topic of redused rendering time, actually 2yrs na rin me sa vray, pero rhino modelling ang gamit. well most evrybody knows of 3d max, but if you work most with americans and europeans, they prefer rhino modelling.
sa vary to speed up rendering, most of us just try to use the default settings, or just those from other tutorials you see from
the internet sites, merong IRRADIANCE AND LIGHT CACHE or QMC and LIGHT CACHE combination, sa interiors i do light cache
both for primary and secondary bounce, i just discover the power of light cache, render time is reduce by 75 percent
you just have to tweak the settings just under the subdivision and sampls size tabs.
reducing the polygon count is not a good idea, you reduce also the quality of the 3d geometry,
cguro ang aproach is to beat the render time as lesser as one can.
if you want the render presets, email me
ciaoriki@yahoo.com
sa vary to speed up rendering, most of us just try to use the default settings, or just those from other tutorials you see from
the internet sites, merong IRRADIANCE AND LIGHT CACHE or QMC and LIGHT CACHE combination, sa interiors i do light cache
both for primary and secondary bounce, i just discover the power of light cache, render time is reduce by 75 percent
you just have to tweak the settings just under the subdivision and sampls size tabs.
reducing the polygon count is not a good idea, you reduce also the quality of the 3d geometry,
cguro ang aproach is to beat the render time as lesser as one can.
if you want the render presets, email me
ciaoriki@yahoo.com
ciaoriki- CGP Newbie
- Number of posts : 76
Age : 64
Location : united states
Registration date : 15/08/2009
Re: "Tips n' Tricks on how to speed up rendering"
ciaoriki wrote:about the topic of redused rendering time, actually 2yrs na rin me sa vray, pero rhino modelling ang gamit. well most evrybody knows of 3d max, but if you work most with americans and europeans, they prefer rhino modelling.
sa vary to speed up rendering, most of us just try to use the default settings, or just those from other tutorials you see from
the internet sites, merong IRRADIANCE AND LIGHT CACHE or QMC and LIGHT CACHE combination, sa interiors i do light cache
both for primary and secondary bounce, i just discover the power of light cache, render time is reduce by 75 percent
you just have to tweak the settings just under the subdivision and sampls size tabs.
reducing the polygon count is not a good idea, you reduce also the quality of the 3d geometry,
cguro ang aproach is to beat the render time as lesser as one can.
if you want the render presets, email me
ciaoriki@yahoo.com
dude!
kung makakatulong sa atin yan, salamat for sharing..
hintayin ko ha?
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: "Tips n' Tricks on how to speed up rendering"
SIR PA ADD LANG PO.... SKN PO OVERCLOCKING SA BIOS SET UP,,, MALAKI TULONG PO... CNSYA NA SIR SA HARDWARE NAG SET TLGA AKO OVERCLOCKING KC TALAGA TAGAL MAGRENDER PC KO EH... OVERCLOCK KO UNG SA PROCESSOR 2.3GHZ TO 2.6GHZ TAS UNG VOLTAGE GNWA KO 3.5V INSTEAD NA 1.75V,,, SAME WITH MEMORY OVERCLOCKING...
KASO NAKA TAPAT TLGA ELECTRC FAN SA CPU KO ...
KASO NAKA TAPAT TLGA ELECTRC FAN SA CPU KO ...
Re: "Tips n' Tricks on how to speed up rendering"
allnem wrote:SIR PA ADD LANG PO.... SKN PO OVERCLOCKING SA BIOS SET UP,,, MALAKI TULONG PO... CNSYA NA SIR SA HARDWARE NAG SET TLGA AKO OVERCLOCKING KC TALAGA TAGAL MAGRENDER PC KO EH... OVERCLOCK KO UNG SA PROCESSOR 2.3GHZ TO 2.6GHZ TAS UNG VOLTAGE GNWA KO 3.5V INSTEAD NA 1.75V,,, SAME WITH MEMORY OVERCLOCKING...
KASO NAKA TAPAT TLGA ELECTRC FAN SA CPU KO ...
dude, as a rule, wag ka mag caps lock...bawal dito e...
pwede mo bang i-explain pa eto...interesado ako dyan sa overclocking e...panu ba?
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
Re: "Tips n' Tricks on how to speed up rendering"
naks galing ha ngoverclocking ha!yngat lang sa overheat...more on hardware na ito ha,but it helps.nga lang overclocking may damage pc...because every parts has its limit.torvicz wrote:allnem wrote:SIR PA ADD LANG PO.... SKN PO OVERCLOCKING SA BIOS SET UP,,, MALAKI TULONG PO... CNSYA NA SIR SA HARDWARE NAG SET TLGA AKO OVERCLOCKING KC TALAGA TAGAL MAGRENDER PC KO EH... OVERCLOCK KO UNG SA PROCESSOR 2.3GHZ TO 2.6GHZ TAS UNG VOLTAGE GNWA KO 3.5V INSTEAD NA 1.75V,,, SAME WITH MEMORY OVERCLOCKING...
KASO NAKA TAPAT TLGA ELECTRC FAN SA CPU KO ...
dude, as a rule, wag ka mag caps lock...bawal dito e...
pwede mo bang i-explain pa eto...interesado ako dyan sa overclocking e...panu ba?
jenaro- Peter Pran
- Number of posts : 3132
Age : 43
Location : sharjah
Registration date : 22/01/2009
Re: "Tips n' Tricks on how to speed up rendering"
may risk nga dude....pero malay mo naman merong mga pwede precautionary measures...baka mag benefit tayo e...dagdag din to...pero risky nga to.....
torvicz- Sgt. Pepper
- Number of posts : 3235
Location : dubai, uae
Registration date : 01/10/2008
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