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> Thomas de Groot <tho### [at] degroot org> wrote:
>> On 5-2-2014 1:20, [GDS|Entropy] wrote:
>>> The two S.E. Day SSLT texture derivations take little time to render [on the
>>> order of 1-2 hours], but the one on the far right took over 11 days on the
>>> machine listed at the end, with the programs running below that.
>>>
>>
>> Pheeww...! The far right is by far the best but a bit impractical in
>> terms of render time :-)
>>
>> Thomas
>
> Yeah no doubt, and 11 days seems to be the norm for combination SSLT/clear + IOR
> textures unfortunately. I'm still waiting for 2 of the other textures to render
> fully. There is one checker square left in a dirty ice one [been there for 6
> days], and then most of the image left for a bright snow + clean ice one. Going
> on 7.5 days now lol!
>
> Such a shame that it takes such time. :|
>
> Ian
>
I curently have a render going that show 24 PPH... Yes, pixels per hours :(
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Alain <kua### [at] videotron ca> wrote:
> I curently have a render going that show 24 PPH... Yes, pixels per hours :(
Wow, and I thought my hair test rendering at 8 PPS was slow!
-------------------------------------------------
www.McGregorFineArt.com
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One in the works, though I am not happy with the uniformity. I'll have to throw
a loop into the color map...
Took less than 3hr to render this though, once I removed the clear ice
component.
I'll post more from the library as they become available. :)
Ian
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Attachments:
Download 'snowcappeddirtyslush1_layer 1.png' (98 KB)
Preview of image 'snowcappeddirtyslush1_layer 1.png'

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"Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> Alain <kua### [at] videotron ca> wrote:
>
> > I curently have a render going that show 24 PPH... Yes, pixels per hours :(
>
> Wow, and I thought my hair test rendering at 8 PPS was slow!
> -------------------------------------------------
> www.McGregorFineArt.com
The SSLT version of the texture used in the rightmost torus is currently at
15PPM. :(
Here is a WIP version of the dirty slush texture with a clean slush topper,
which rendered in a few hours. I am not happy with it, as I need to introduce a
bit more non-uniformity, perhaps through rand and a loop in the colormap. I had
tried this post last night, but apparently Lorentz ghost spirited it off into
the aether. ;)
Ian
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Attachments:
Download 'snowcappeddirtyslush1_layer 1.png' (98 KB)
Preview of image 'snowcappeddirtyslush1_layer 1.png'

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