REPOST:
Here is one Lw11 instancing, radiosity, flocking, etc. etc. test i did recently
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Some scene stats:
- Loaded geometry 3.25 mil polys - 2 different trees, 4 type of cars (subDs levle1 for faster OGL), doves, houses, rocks, terrain, boats, yacht…)
- Single tree is 700k polys instanced 300k times over terrain (yes 300k) so RENDER polycount would be 700 000 * 300 000 = 210 000 000 000 Polys (So 210 Billions?)
- Car Hummer SubDs level 3 = 1.15 Million polys instanced 275 times = 316 Million polys
- Car Corvette C6 SubDs level 3 = 1.7 Million polys instanced 275 times = 467 Million polys
- Car Camaro SubDs level 3 = 850k polys instanced 275 times = 233 Million polys
- Car Maserati 3200GT SubDs level 3 = 302k polys instanced 275 times = 83 million polys
- Rocks, 480 poly instanced 5000 times = 2,4 Million polys
- terrain - 100k polys subdivided
- other small stuff…
So in total at RENDER tIme there is about 212 Billion of polygons rendering IF i calculated right my zeros
. Rendertimes are 30-75 minutes per frame on i7/i5 machines, Took me 17 days to render on 2*i7+one i5 (specs in signature) over LWSN, Scene uses 15GB of RAM for renderign over LWSN, Radiosity 2 bounces baked (11 hours) on fastest machine, 720p resolution, AA4/AS16, Tolerance = 0.01, OS = 0.4 - it’s not quite there as i would like but i had to decrease it to be able to render “soon” since i don’t have renderfarm so i cant allow myself 2h/frame rendertimes
and this was TEST project so i had to free up machines for clients work and render only in between and over weekends
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I hope you like it
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http://www.youtube.com/watch?v=9xZ-gHA9EBk
P.S. compression on youtbe killed clarity a bit but that’s the way it is so watch 720p if you can.
