Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Stryke 9 on January 26, 2003, 09:27:55 pm
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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.
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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....
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It keeps going and going and going... (9 hours)
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Done yet Stryke?
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Pfft, nine hours is nothing. When your reach 30 you can start to complain about it.
;)
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heeh it took 1 hr for a 10 sec ani on my PC :D
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god bless the dual 486 20mhz :D
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Originally posted by Fetty
god bless the dual 486 20mhz :D
Heh, reminds me my first PC. 286 12 Mhz... :p
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:shudder:
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you did optimise the scene before you started rendering, right?
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post it when it's done, so we can point out a silly mistake that will make you rerender the whole thing.
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Originally posted by Styxx
Pfft, nine hours is nothing. When your reach 30 you can start to complain about it.
;)
yeah :D
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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.
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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
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there is ALWAYS a way to optimise the scene.
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.
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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.
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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?
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No, no, and no. I DO use something almost infinitely better at splines than MAX. Sucks at particles, which is the problem.
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so, use something good at particles and composit them later?
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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.
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Originally posted by wEvil
1)In that case your geometry shaders suck,
2)your raytracing algorythm is ****-slow or
3)the artist doesnt know dick about BSP trees,
4)using meshsubdivision radiosity instead of final gathering is utter lunacy
5)and generally using MAX5 for production rendering is pretty laughable.
1) huh?
2) no
3), yeah, I have no idea waht a BSP tree is, mind you
4) no idea what you're talking about
5) sorry for not being able to get a 5000$ renderer and being fed up with d/l warez.
StrykeIX
I DO use something almost infinitely better at splines than MAX
now you're the one who doesn't know what he's talking about :p
Max does suck a NURBs ( I'm the first one to be pissed off at that ), but it definitively has no pb with splines :doubt:
Anyway, Stryke, try and get Illusion, very good particle stuff, tho I didn't try to get them in a project, used the prog to do stand alone effects ( for FS2 mainly ).