View Full Version : Very slow rendering speed. pls advise.
csingeu 07-18-2004, 05:46 PM CPU: P4 3.0 GHz HT
RAM: 1 GB DDR333
Harddisk: 200 GB
Videocard: GeForce4 Ti4200 128 MB
It took me 40 min to render the following frame. it's part of a 20s, 25-fps, 500 frames animation. it's going to take days...
i rendered it as a 800x600 jpeg file.
looking at it, is the rendering ridiciously slow or is it just my scene?
the scene consisted of a ground plane, with a textured skydome, with an omni light and 30 scorpions and 10+ tree objects and 10+ building objects.
is there a better way of doing this? coz it's taking too long... i can't meet my deadline...
thanks.http://neo.threeone.net/help/help3.jpg
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Rivendale
07-18-2004, 07:30 PM
Yeah that seems a bit too long for such a scene to me. What renderer are you using? Are you using very large textures? Are you using GI with many samples? Are you using hdri lighting?
CML
uday kadkade
07-18-2004, 07:37 PM
well.. at first glance it doesnt seem that heavy a scene to take that long on a machine u have specified.
assuming that everything in the scene is probably real heavy geometry,especially the trees and all...may be u can do planar mapping for it so it cuts down on polygonal count.
see if the light have raytaced shadows on then maybe they dont need to be for the background trees and houses.with such a wider scene u might wanna do some include ex\clude
on lights so they dont unnecesarily calculate shadows and illumination for distant objects which cant be seen anyways.
also u might wanna split the renders seperatly for the foreground and the bg...and composite it for the final.Hope u r not using skytracer cuz thats a killer anyways on rendertime.
By the way u might wanna do something about those tiling in the foreground. its a bit too obvious.
csingeu
07-19-2004, 01:13 AM
Rivendale:
i'm using the default renderer.
might be using 1 very large texture for the background only...
i'm not too sure what's GI, and no, i'm not using hdri lighting.
uday:
i'm not using skytracer.
the trees are standard from the AEC/Foilage submenu.
the buildings are all quite low polygons, just simple surfaces with gd texturing.
the scorpions, i modelled them myself, it has polygons than the buildings, but definitely still quite low polygons...
oh.. i did use particle combustion for the 30 dust trails created by the scorpions...
should i just use self-illumination on the skydome itself... and do without the omnilight... and add another free spotlight for the shadows when necessary?
i guess i must have made a big no-no mistake of beginners... to be suffering such slow rendering time... but i have no idea wat it is... this is my first time doing 3d animation.
CapnPanic
07-19-2004, 03:07 AM
oh.. i did use particle combustion for the 30 dust trails created by the scorpions...
try disabling the volumetrics and giving it a render. i bet it renders in under a minute without them on. The scanline is not exactly know for blazing fast render speeds, but it sounds like you aren't pushing it much, with the exception of the volumetrocs, which tend to be slow.
if they do turn out to be the problem, you might be able to do some fakery to get around them. you could set your particle type to 'facing' and use a face-mapped material with a dust-poof shape in the transparency slot. this is basically just a game-type sprite instead of real volumetrics. it should render much faster, although won't look quite as nice.
csingeu
07-19-2004, 03:22 AM
oh yes.. it does render much faster without the 30 volumetrics... (after i off the effects, and environments for rendering...)... 3 frames in >120 s... 800x600... using v-ray (the free version)
do u have a gd tutorial to enlighten me use to do the "facing" particle type?
anyway, i'm rendering this for animation.. and it's in the .avi (uncompressed, 800x600, 25fps) format... is this advisable? i would like to preserve much details... coz after that, i will be doing the compositing on premiere pro and encode it in another format then..
gjpetch
07-19-2004, 03:53 AM
It's better to render as a sequence of TGAs. Even an uncompressed AVI will give you compression artifacts. And another thing on render speed, looks like your using raytraced shadows, which can be really slow. Try out vray shadows and you should get some more speed.
csingeu
07-19-2004, 04:02 AM
It's better to render as a sequence of TGAs. Even an uncompressed AVI will give you compression artifacts. And another thing on render speed, looks like your using raytraced shadows, which can be really slow. Try out vray shadows and you should get some more speed.
i'm not using raytraced shadows.. but shadow maps... not quite sure wat's the diff.. but i suppose u r referring to the settings in the omni-light "shadows"...
lighting:
does having the skydome with self-illumination and having 4 omni-lights with low intensity nearer to the ground and the objects... and a direct light to simulate the shadows cast by the
sun better?
volumetrics:
i think i need to reduce the 30 particle spray with particle combustion on... anyone care to offer a gd tutorial how to create realistic dust trails?
rendering:
i'll be trying out TGAs... but i have never worked with TGA b4...
Changeling
07-19-2004, 06:14 AM
I havn't used AEC trees much, but aren't they awfully high poly count ? wouldn't that be contributing significantly to render times?
kachoudas
07-19-2004, 08:31 AM
i'(...)
rendering:
i'll be trying out TGAs... but i have never worked with TGA b4...
TGA (or TIF) are uncompressed still image format. You'll have 500 hundred different images on your hard drive. then you'll need to transform them to AVI or Quictime if you want to show them as animation. (using Premiere, AFX.. or even Max put them in the background of an empty scene and render to avi)
While it seems more complex than directly rendering to an AVI, it's much better because if you make a bad compression, you don't have to re-render. You just come back to the TGAs and recpompress them avi again. Also you cam make 10 avi with different sttings and just compare.
DerPapa
07-19-2004, 10:35 AM
Avoid using Omnis!
You have to take the mapsize 6 times to get the actual amount of memory. Shadow-wise an omni is nothing else than a bunch of 6 targetspots pointing into all different directions.
And if max will start to swap, you have time for some coffee :-/
If you use Particles, uncheck cast/receive shadows in the objekt properties.
transparencies are always a bit harder to render. think about compositing it in post (like all the pro's do ;) )
cheers
Michael
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