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New way to reduce time for rendering?


Buttman
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What Jeff is saying is that the number of polys or face count in your scene is still the same even if you scale down your scene. Try scaling down your scene and check summary info and it will show you the same poly count. What matter most in a 3d scene is the poly count, as the great Ted Boardman says practice efficient modeling. Don't model objects which cannot be seen from your view or camera. This will bring you great return of time for your rendering and tweaking of scene.

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another way to drastically reduce render times is to learn your chosen render engine.

 

these days poly count isn't as big an issue as it used to be, but if you understand how to make use of things like material make-up, lighting properties and optimal render settings for the particular scene you're rendering, you'll save stacks of time.

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examples -

 

lights - optomise your sample/map size settings.

area lights - do you really need them?

 

materials - try keep the material trees to a minimum. dont go over board unnecessarily on reflection/refraction settings. or material super sample settings.

 

render settings - learn how to operate the gi/radiosity settings effectively. understand undersampling. use less light bouncing and more fill lights. dont whack up the gi samples pointlessly. caustics, again, are they essential?

AA samples, keep to a minimum.

 

 

this list is just some examples to keep in mind. every scene is individual, but optomisation is the whole key to save years of render time. dont just use the s/w's defaults.

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