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If I render a (Widescreen[1]-)Image ...
... with a resolution of 3840x1024 ...
... and this image renders at a rate of 1PPS (dooh ... it increased in the
last line, it startet the hard part[3] with 26PPM)
... and I still have 500 lines to do ...
... this will take a loooong[2] time ?
I think about halting the pic and continuing with more conservative[4] AA-
settings ...
[1] I'm rendering a wallpaper, that fits in my multimon-environment[5]
[2] just a short calculation: 3840 Px/line means ~1 line/h ...
... meaning >~500h ... meaning .... oh my god ...
[3] a ground-plane with (fresnel)reflection blur, a crackle(metric 1)-
pigment wich is reflecting a quite complex TTF with fade-color.
[4] +AM2 +AA0.3 +R4
[5] (3x 1280x1024)
[6] /me likes to write footnotes ...
[-1] Error: footnote overflow
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I would confirm that you must have done either:
...something weird in your scene which takes forever to render[1]
...something wrong in your scene which could be made better[2]
But that's hard to say with no source-code...
[1] too many merge's where union is sufficient, stacked-planes, area_lights?
[2] too large container objects for isos or medias?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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> I would confirm that you must have done either:
> ...something weird in your scene which takes forever to render[1]
Yes
> ...something wrong in your scene which could be made better[2]
Probably
> But that's hard to say with no source-code...
will follow when image is ready ...
> [1] too many merge's where union is sufficient, stacked-planes, area_lights?
no merge, only csg is one union of 80000 rounded-cubes(which of course are
again unions). I presume that the automatic bonding worked quite well, as
this object is already done computing
> [2] too large container objects for isos or medias?
no isos, no media, for bounding look at answer_of([1]).
the time-consuming part is the ground-plane, which uses fresnel-
reflection-blur[23] ...
above this plane there is a TTF-Object, scaled z*200 (away from Cam) and
"filled" with fade-color ... so all intersections of the font have to be
computed ...
furtermore there are also 2 ground-fogs defined ...
but what the heck ... raytracing is no fun, unless pps < 5 (hey...
currently I have 100ppm)
[23] I only set 16 layers ...
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Perhaps your computer's specification would solve the riddle, because
what you seem to have in your scene could be "worse"...
Well, I'm seeing forward to see the result!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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