Author Topic: This has got to be a record...  (Read 2839 times)

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Offline Stryke 9

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This has got to be a record...
Four hours plus computer time, on a dual-CPU, high-line graphical box, to render one ****ing ten-second amination at 400x266.

It's about a third of the way through now, so make that six.


I think I'm going to go bludgeon myself in the head now until I get a concussion.

  
Re: This has got to be a record...
Quote
Originally posted by StrykeIX
Four hours plus computer time, on a dual-CPU, high-line graphical box, to render one ****ing ten-second amination at 400x266.

It's about a third of the way through now, so make that six.


I think I'm going to go bludgeon myself in the head now until I get a concussion.



:wtf:  is right....

 

Offline Stryke 9

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This has got to be a record...
It keeps going and going and going... (9 hours)

 
This has got to be a record...
Done yet Stryke?

 

Offline Styxx

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    • Hard Light Productions
This has got to be a record...
Pfft, nine hours is nothing. When your reach 30 you can start to complain about it.

;)
Probably away. Contact through email.

 

Offline Ashrak

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    • Imagination Designs
This has got to be a record...
heeh it took 1 hr for a 10 sec ani on my PC :D
I hate My signature!

 

Offline Fetty

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This has got to be a record...
god bless the dual 486 20mhz :D

 

Offline Ulundel

  • Big press poppa
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This has got to be a record...
Quote
Originally posted by Fetty
god bless the dual 486 20mhz :D


Heh, reminds me my first PC. 286 12 Mhz... :p

 

Offline Petrarch of the VBB

  • Koala-monkey
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This has got to be a record...
:shudder:

 

Offline wEvil

  • The Other Good Renderer
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    • http://www.andymelville.net
This has got to be a record...
you did optimise the scene before you started rendering, right?

 

Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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This has got to be a record...
post it when it's done, so we can point out a silly mistake that will make you rerender the whole thing.
"Post-counts are like digital penises. That's why I don't like Shrike playing with mine." - an0n
Bah. You're an admin, you've had practice at this spanking business. - Odyssey

 

Offline Nico

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    Parlez-vous Model Magician?
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This has got to be a record...
Quote
Originally posted by Styxx
Pfft, nine hours is nothing. When your reach 30 you can start to complain about it.

;)


yeah :D
SCREW CANON!

 

Offline Stryke 9

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This has got to be a record...
Stunaep: Moves too fast. Made it that way specifically on the second try. Plus, I already know about all the errors in it.:p

Styxx: On a ten-second, 400x266 animation? I think not, unless you're working on a computer made for DOS or going at sixtysomething frames per second.:p

wEvil: Nothing to optimize in it. You'll see, when I get it compiled... sooner or later.

 

Offline Nico

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This has got to be a record...
Quote
Originally posted by StrykeIX
Styxx: On a ten-second, 400x266 animation? I think not, unless you're working on a computer made for DOS or going at sixtysomething frames per second.:p


no, but throw in a few hundred metaparticles, cell shading, raytraced materials, 5 raytraced lights, a lot of semi transparent raytraced materials for good measure, well, put everything as raytrace light or materials in fact, switch the renderer engine to radiosity ( go max5! go! ) and launch your render. and, dunno, gor for a trip, bomb a few buildings, and come back. no, not that soon, later :p
SCREW CANON!

 

Offline wEvil

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This has got to be a record...
there is ALWAYS a way to optimise the scene.

Quote

no, but throw in a few hundred metaparticles, cell shading, raytraced materials, 5 raytraced lights, a lot of semi transparent raytraced materials for good measure, well, put everything as raytrace light or materials in fact, switch the renderer engine to radiosity ( go max5! go! ) and launch your render. and, dunno, gor for a trip, bomb a few buildings, and come back. no, not that soon, later


In that case your geometry shaders suck, your raytracing algorythm is ****-slow or the artist doesnt know dick about BSP trees, using meshsubdivision radiosity instead of final gathering is utter lunacy and generally using MAX5 for production rendering is pretty laughable.

 

Offline Stryke 9

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This has got to be a record...
wEvil: The scene consists of seven spline objects (one of which appears only kinda sorta, and none of which take over a tenth of a second to render), eight particle generators I can't modify greatly, and an atmosphere modifier. There is no way to optimize it.

 

Offline wEvil

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This has got to be a record...
take the number of steps down in the atmosphere modifier, do the same to the spline objects if they're surfaced or use something more efficient than MAX?

Also you'll probably find you dont need as many particles in a scene as you think you do with some intelligent materials tweaking.

Got a screenie I can look at?

 

Offline Stryke 9

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This has got to be a record...
No, no, and no. I DO use something almost infinitely better at splines than MAX. Sucks at particles, which is the problem.

 

Offline wEvil

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This has got to be a record...
so, use something good at particles and composit them later?

 

Offline Stryke 9

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This has got to be a record...
Such as...?

I'm incompetent at LightWave and always will be (reading up on it got me as far as getting hypervoxels to sort of work, but not work well, and the less said about my attempts to make Modeler work with me the better), and MAX is currently stuck on my old, slow-ass Matrox Millennium computer until I wipe the registry on here, and thus isn't any faster.