joconnell
03-09-2003, 08:07 PM
Hi Folks,
One thing that's been bothering me over the past while is how lazy I've gotten as regards my render times - The place I work utilizes GI quite a bit and though we always meet deadlines I'd prefer to be using all sorts of cheap scanline hacks to achieve the reuslts instead with sub 10 minute a frame rendering times. Another thing is that beyond basic levels, dof and colour balancing I don't do much post on my 3d renders and when making changes the only thing I might do is a region rendered patch over an area to fix problems or make changes. I never do anything like render a diffuse / shaodw / specular / relfection / light pass for example and I'd prefer to be working far smarter than I am right at the moment.
So the main question is what type of workflow the higher end posters here go for in terms of how do you decide what passes you need and how do you utilize them in post to get the results you want? I'd also rather be far away from GI if possible and more into using cheats and hacks to replace GI lighting either for full 3d renders or for 3d elements being composited into live action footage. The type of approach that they're using in dvgarage is quite impressive (not even using raytracing) but they haven't responded about putting together more information on this type of area.
Also as an aside, there was a really interesting tutorial on faking GI using regular lights with a scene containing some gnomes by a window with sunlight pring in - anyone got a url for this?
Cheers,
John.
(P.s. I'm using 3dsmax 4.2 / 5 and flame / after effects for comping though I don't think this'll matter)
One thing that's been bothering me over the past while is how lazy I've gotten as regards my render times - The place I work utilizes GI quite a bit and though we always meet deadlines I'd prefer to be using all sorts of cheap scanline hacks to achieve the reuslts instead with sub 10 minute a frame rendering times. Another thing is that beyond basic levels, dof and colour balancing I don't do much post on my 3d renders and when making changes the only thing I might do is a region rendered patch over an area to fix problems or make changes. I never do anything like render a diffuse / shaodw / specular / relfection / light pass for example and I'd prefer to be working far smarter than I am right at the moment.
So the main question is what type of workflow the higher end posters here go for in terms of how do you decide what passes you need and how do you utilize them in post to get the results you want? I'd also rather be far away from GI if possible and more into using cheats and hacks to replace GI lighting either for full 3d renders or for 3d elements being composited into live action footage. The type of approach that they're using in dvgarage is quite impressive (not even using raytracing) but they haven't responded about putting together more information on this type of area.
Also as an aside, there was a really interesting tutorial on faking GI using regular lights with a scene containing some gnomes by a window with sunlight pring in - anyone got a url for this?
Cheers,
John.
(P.s. I'm using 3dsmax 4.2 / 5 and flame / after effects for comping though I don't think this'll matter)
