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denham

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  1. Get the Soulburn scrips (formally known as blurscripts) http://www.neilblevins.com/ Use the one called modifier manager, & you can remove/add modifiers from multiple objects
  2. Ram Player in Max can do it. Or my favorite Virtual Dub, a free download. Jashaka can do it too.
  3. I don't know what was happening, but my frames are rendering in 20 minutes now. The IR map is still 300 megs. If you chunk the animation, won't the beginning & ending "chunk" frames look different, and not interpolate correctly; since the IR map is an approximation.
  4. Why don't you just use your webserver, setup a new folder & user account, & only allow the client (user) rights to this folder. You don't even have to buy anything.
  5. I think the background plan is a little distracting & the composition of the plan creates odd triangular shapes. Maybe fade out the plan more so that the gray rectangle isn't so visible. Also I think if you are going to have this sketchy watercolor look, you should do it to the entire image, & not neglect the trees. I think the pure white poche & border could be improved. The ground shouldn't stop at the building, it should be below the building.
  6. I was rendering the LC & IR at 360x240, & the final animation output is going to be 720x480. The 720x480 rendering everything from scratch (LC & IR) was taking 12 minutes a frame, but when I tried the precalc method (after the IR & LC had been precalculated) the final rendering was taking 1 hour a frame? Why woudl the pre-calc take longer? My frame range was also to large (my camera was moving way to slow) I followed Ted Boardman's example of 1" of movement to 1 frame. http://www.cgarchitect.com/upclose/article7_TB.asp Based on this post: http://www.chaosgroup.com/forums/vbulletin/showthread.php?t=40729&highlight=animation I assumed that the gap in between this 20 frames was using essentially a brute force. I've also change the Adamptive DMC sampler to 1/8 instead of 1/12 to speed it up a bit. I've now reduced the animation to 2600 frames instead of 7000. This should make the IR map much smaller, especially while halfing the resolution. Is it OK to half the LC too? I'm using the Primary & Secondary GI for Light Cache Pre-cal.
  7. Actually I think I figured it out: I believe I had too much spacing on the nth frame for the irradiance, I had every 20 frames. I didn't realize that it treats this gap as brute force. I think this is why it is taking so long to render. I'm re-rendering the irradiance map for every 5th frame now. Does this sound like that could have been the problem? Thanks for the repsonses
  8. I've precalculated the irradiance map for an animation it is 166 mb. Could the size of the IR map be significantly slowing down the rendering? The computer I'm using should be adequate. Our animation is 720x480 and 7000 frames. I'm getting stuck as our rendering is taking longer using the precalc method, than If I was to render the animation frame by frame from scratch. It's not a network issue, as I've copied all files to my local machine & rendered. Any Ideas? Thanks.
  9. but won't the transitition (starting & ending frames of different sections) appear to flicker? Since the irradiance map is an approximation the transitition between these 2 segments will flicker, right? We're having big problems with our network: Our animation is 720x480, I've already precalculated the irradiance map & light cache. But the renders are taking 25+ minutes. But when I try to render everything from scratch on one machine (not using precalc irradiance map/light cache) it renders in 6 minutes. The machines are very similar. I guess our maps are large & it is putting a strain on the network. I've already added the IR/LC map to each node so that it is not pulling that off the network. I think I can probably get faster rendering times using Distributed rendering & & not precalculate. Any ideas?
  10. Thanks for the responses. I had to leave work before the irradiance map/light cache was done. I used a dependancy on backburner, (which I didn't know about before) to wait until the IR map/Light Cache renders are complete before picking up the final rendering. The Vray manual was a little confusing, as it says you cannot render the (multi frame) incremental w/ backburner. Just not on multiple nodes.
  11. I understand that you cannot calculate the irradiance map (multi frame incremental) thru backburner on multiple nodes, but can you calculate the irradiance map thru backburner on only 1 machine? The reason is I need to caclulate the irradiance map on a machine besides my main workstation. I would just calculate it on the other node by itself, avoiding backburner entirely, but I don't have a licensed copy of max/viz on that machine. Thanks in advance
  12. Never use the sketchup roof tool. But in REVIT it is really easy as well. You just trace your roof plan, set the pitch for each section, & it will generate the roof. I had a really complex (ugly McMansion) pitch roof, with many angles that REVIT generated very quickly & accurately. You can then export as a .dwg & import into VIZ/MAX.
  13. You should stop in Chicago.
  14. denham

    Building Walls

    We use sweeps for the majority of our projects. Using sweeps imo is less complex than setting up lofts. Most of the time we don't need the additional features of lofts such as transitions between profile steps. I'm curious to know though, how many people have used the method I described above. 1) Create a custom sweep profile 2) divide the spline with vertices to break up building stripes/sections & apply different mat id's & uvw maps 3)Draw wall lines in plan & apply sweep modifier 4) adjust & make orginal sweep unique for changes in building. This way if you have a repetitive design, you don't have to have multiple sweeps for 1 wall.
  15. denham

    Building Walls

    I missed the last Insider session. Can anyone sum it up? I've also been wondering if anyone builds walls using sweeps w/ a profile (rectangle) that is divided & has multi-sub object properties. Enabling you to draw only 1 line for a wall that has multiple stripes material changes. Then you add multiple UVW maps & specify mapping channels. What method was promoted in this lesson? (lofts, sweeps, etc) Did the session go into booleans?
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