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Hello group, i am currently preparing a demo project.
the animation will be 12000 frames @ 25fps, 640*480, no AA.
It would take at least 70 days on my server, and it would make me blow up my
deadline.
A renderfarm @ 0.014 EUR/Ghzh would do the trick in 1h37 min best case scenario.
but would cost 1165 EUR.
A bit expensive...
So basically, I thought of using povray as the modelling environment, and THEN
converting the project to another renderer raster or hybrid with GPU
acceleration and buy a decent GPU card for a quarter of this price tag.
My question is : do you know any decent tool to convert POV files to another
render format with a quite good fidelity in respect to the original render
output ?
It is too late for me to switch my modelling to another platform.
An by the way, i like pov-ray a lot and would be lost in a complex project on
another platform if i had to refactor/re-engineer by hand.
Your help would be much appreciated on this issue.
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On 3/21/2017 7:22 PM, rodv92 wrote:
> Hello group, i am currently preparing a demo project.
> the animation will be 12000 frames @ 25fps, 640*480, no AA.
>
>
[Snip]
> It is too late for me to switch my modelling to another platform.
> An by the way, i like pov-ray a lot and would be lost in a complex project on
> another platform if i had to refactor/re-engineer by hand.
>
> Your help would be much appreciated on this issue.
>
There are few programs that can import PovRay SDL. I can only think of
two and one used PovRay as its renderer.
There is Blender and there is an importer under development. I don't
know the status of it. Someone else might be able to tell you.
But you need to take time to learn it. I think it might be complex.
Sorry to be the first to say it. :-(
--
Regards
Stephen
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"rodv92" <nomail@nomail> wrote:
> Hello group, i am currently preparing a demo project.
> the animation will be 12000 frames @ 25fps, 640*480, no AA.
>
> It would take at least 70 days on my server, and it would make me blow up my
> deadline.
>
> A renderfarm @ 0.014 EUR/Ghzh would do the trick in 1h37 min best case scenario.
> but would cost 1165 EUR.
>
> A bit expensive...
>
> So basically, I thought of using povray as the modelling environment, and THEN
> converting the project to another renderer raster or hybrid with GPU
> acceleration and buy a decent GPU card for a quarter of this price tag.
>
> My question is : do you know any decent tool to convert POV files to another
> render format with a quite good fidelity in respect to the original render
> output ?
>
> It is too late for me to switch my modelling to another platform.
> An by the way, i like pov-ray a lot and would be lost in a complex project on
> another platform if i had to refactor/re-engineer by hand.
>
> Your help would be much appreciated on this issue.
Hi, you should definitely give up the constraint that prevents you from learning
new tools, Too many constraints still leave you one thing to try in POV: +RTR
for real time rendering mode that is still there as an experimental feature I
believe.
Other than that, the main thing is to use compositing, so as not to duplicate
unnecessary parts of rendered images. Blender can do that. but if you have less
time, stick to editing (simpler to learn than compositing, that will still allow
you to extend in time and overlay images.
About the POV to Blender importer, well it's very new.
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On 3/22/2017 8:52 AM, Mr wrote:
> Other than that, the main thing is to use compositing, so as not to duplicate
> unnecessary parts of rendered images. Blender can do that. but if you have less
> time, stick to editing (simpler to learn than compositing, that will still allow
> you to extend in time and overlay images.
Yes, manage your project. Don't render all the frames in a static part
of the animation. And consider reducing the quality settings to get a
faster rendering time.
--
Regards
Stephen
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"Mr" <nomail@nomail> wrote:
> "rodv92" <nomail@nomail> wrote:
> > Hello group, i am currently preparing a demo project.
> > the animation will be 12000 frames @ 25fps, 640*480, no AA.
> >
> > It would take at least 70 days on my server, and it would make me blow up my
> > deadline.
> >
> > A renderfarm @ 0.014 EUR/Ghzh would do the trick in 1h37 min best case scenario.
> > but would cost 1165 EUR.
> >
> > A bit expensive...
> >
> > So basically, I thought of using povray as the modelling environment, and THEN
> > converting the project to another renderer raster or hybrid with GPU
> > acceleration and buy a decent GPU card for a quarter of this price tag.
> >
> > My question is : do you know any decent tool to convert POV files to another
> > render format with a quite good fidelity in respect to the original render
> > output ?
> >
> > It is too late for me to switch my modelling to another platform.
> > An by the way, i like pov-ray a lot and would be lost in a complex project on
> > another platform if i had to refactor/re-engineer by hand.
> >
> > Your help would be much appreciated on this issue.
>
> Hi, you should definitely give up the constraint that prevents you from learning
> new tools, Too many constraints still leave you one thing to try in POV: +RTR
> for real time rendering mode that is still there as an experimental feature I
> believe.
>
> Other than that, the main thing is to use compositing, so as not to duplicate
> unnecessary parts of rendered images. Blender can do that. but if you have less
> time, stick to editing (simpler to learn than compositing, that will still allow
> you to extend in time and overlay images.
>
> About the POV to Blender importer, well it's very new.
thanks.
Nice suggestion.
I am quite new at professional animation techniques...
I will probably go for compositing.
The problem indeed is the effect on render times of a light source on media.
So i will render the scene with ambient light only and media and nothing else
and the rest without media but with everything else, including light sources.
and then composite all the frames.
Way to go.
Rod.
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"rodv92" <nomail@nomail> wrote:
> So i will render the scene with ambient light only and media and nothing else
> and the rest without media but with everything else, including light sources.
> and then composite all the frames.
I wonder if you could render that first part with a transparent background, and
then use something like screen.inc and light groups to have that rendered media
image visible, but not interacting much with the rest of the scene (use a
separate light group with shadowless light source to illuminate it)
Then you could eliminate a separate compositing process from your workflow.
Haven't ever tried it, don't know if it will work or give you the image quality
that you want - just thinking out loud.
If the media needs to "shift" due to parallax, I think Rune had some sort of
trick that might do what you need...
The "illusion" include file.
http://runevision.com/3d/include/
I've never used it, so I may very well be mistaken about what it actually does.
Or I'm thinking about someone else's 3d-faking technique entirely.
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "rodv92" <nomail@nomail> wrote:
>
> > So i will render the scene with ambient light only and media and nothing else
> > and the rest without media but with everything else, including light sources.
> > and then composite all the frames.
>
> I wonder if you could render that first part with a transparent background, and
> then use something like screen.inc and light groups to have that rendered media
> image visible, but not interacting much with the rest of the scene (use a
> separate light group with shadowless light source to illuminate it)
>
> Then you could eliminate a separate compositing process from your workflow.
>
> Haven't ever tried it, don't know if it will work or give you the image quality
> that you want - just thinking out loud.
>
> If the media needs to "shift" due to parallax, I think Rune had some sort of
> trick that might do what you need...
> The "illusion" include file.
> http://runevision.com/3d/include/
>
> I've never used it, so I may very well be mistaken about what it actually does.
> Or I'm thinking about someone else's 3d-faking technique entirely.
Hi, i managed to "damage control" the project by using no media interaction and
no media attenuation on lights.
Since my media is already so luminous, it wont be really obvious.
I will compensate the variations of lightsources induced on media (imagine a
lamp with a light regulator) with an artefact : avariation of the emission
and/or extinction of the media (for scattering) along the change of lightsource
luminosity or something along these lines.
However, compositing may help in case of an unexpected slowdown situation.
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Another option: people here can help you render. Give us the files and let us
know which frames to render. I have a dual E5 2670 machine and many more
machines available.
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