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mm149047
11-21-2006, 07:29 PM
hi everybody!

i would very much apprechiate your help with the following problem:

this file here www.markusmooslechner.com/test.c4d renders insanely slow (unfortunately it is the look i want)- now, does anyone see a chance to make it look still like something like this www.markusmooslechner.com/test3.jpg (it looks a bit raw i know - i might add some more rays) at less render time?

ps: can the polygons be reduced? i am drealing with scientific data here - the polygon reduction gives me memory errors -- (although 800mb are free)

my system: winxp
amd2500xp, 2 gig ram

thanx for reading ....

markus
www.markusmooslechner.com

JamesMK
11-21-2006, 08:23 PM
Well, first off change the intermediate points on the circle in the sweep nurbs object from adaptive to Uniform ('number' set to 2 or you might even get away with 1). That instantly shaves around 2 million polygons off your total poly count, and it should look almost identical when rendered anyway.

Secondly, change the diffuse depth in the GI settings to 1 and perhaps add a weak fill light to compensate for the minor loss of illumination that will be due to the lesser GI bounce depth.

This should speed things up with a minimum of quality loss.

EDIT - might be worth pointing out though that this type of scene is probably the absolutely worst case imaginable for using GI. The only REAL speed boost would come from not using it at all.

mm149047
11-21-2006, 09:07 PM
hi james !!!
thanx for your help - that sure brought some speedup :)
any idea as to how i can substitute GI??

mm149047
11-21-2006, 10:30 PM
very cool - that helped reduce lots of polygons .... any idea as to a good substitute for GI?

JamesMK
11-21-2006, 11:13 PM
For the look you're going for, I'd say a light dome should do the job. Maybe somewhere between 50 and 100 spotlights cloned on a sphere or hemisphere around the scene, with soft shadows enabled. You can set the shadow map to a very small size to cut down on the calculation time. If you want to keep the grainy look, you could use ambient occlusion with a low number of samples - though make sure to tweak the maximum ray length and samples to the lowest possible values, otherwise the rendertime will go way up again.

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11-21-2006, 11:13 PM
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