Jump to content

ARRRGGG! poly count hell!


Recommended Posts

Hi folks

ARRRGGG! poly count hell!

I’m working on a large housing scheme made up form many different house types and apartment blocks.

The client wants detailed close up view of the separate house types showing every little detail and yet at the same time they also want a scheme over view render showing the site as a whole with all the different houses and apartment buildings in situation.

Now its come to bringing all the components together my computer is really struggling and I get an out of memory error when ever I try and take a test render , and iv not even moved on to the landscaping as yet…

Eccck!

Any suggestions would be greatly appreciated .

the models info is this

41954 kb

154396 polys...

its a monster , see images...

Attached is also a finished image of a different job (For the same client) that used the same house types but with far less of them. The new model uses nearly twice as many houses.

Many thanks Matty.

Link to comment
Share on other sites

That's not so many polys. Are you using instances? (You should be.) Did you set your viewports to a simple display mode? How much RAM do you have and in Windows Task Manager, how much free physical RAM is there and how much is C4D taking? Are you trying to use GI? I see you've got a fakeiosity rig (is it the one Strat posted a while back?) What are those trees done with?

Link to comment
Share on other sites

I can't seem to find it. But I can describe it. There was a sun, which is a target infinite light with hard shadows and a slight yellowish color. There were three rings of maybe a dozen lights each, with values turned down, pointing in from a distance, all spots with a pretty wide angle, one high, one a bit above ground, and one below ground, all with soft shadows, and blue color that is deeper in the high ring and less in the lower ones. The ground plane needs a compositing tag to not cast shadows.

 

The reason I asked was that the lights in the last image looked like the lights in that rig, but I've seen the idea described elsewhere. The concept is that the multitude of lights simulates a sky and gets a good effect for exteriors without calculating GI.

 

(That was you, Strat, right?)

Link to comment
Share on other sites

That was my rig (based on Delfoz's work). Search the forum as I posted a zip file. You describe the methodology very well. The rings cast soft shadows (ambient light) the sun casts hard or area shadows.

 

1) As AJ stated...use instances. I see about 4 different itterations of architectural form - there is no real need to duplicate the geometry.

2) 150k polys is nothing. I've broken 1million on a number of occations. Keep your viewport optomized as AJ has stated. Wireframe when you need to and turn off the light.

3) The fakiosity rig will render MUCH faster than GI and with a little post, it looks almost as good. I also prefer it for flexibility. I find it much easier to tweak lights for mood with such a system.

Link to comment
Share on other sites

Hi folks

 

Phew I’v got a lot to get me head round here. Thanks very much for the suggestions.

 

I’m using cinema 4d R9, I’m running 2 gig of ram and duel 3.2G processors. Which should be more than enough id have imagined.

 

I rarely work on jobs of such size and running into this memory issue has really crippled my progress on this job.

 

The lighting rig was sourced on here but I’m sorry I cant recall who posted it. ( it is a very fine rig) And yep I have used instances where possible. Iv striped the models down to the minimum I felt I could get away with and I have my view ports on the most basic settings. Yet still I cant get a test render without a ‘not enough memory’ error coming up.

 

Sometimes if I shut cinema down and start it up again it will alow me to, yet there is more detail needed in the model and it’s a little impractical to continue shutting down cinema every time I need to take a test render.

 

I don’t know if it may be the materials iv used or the method iv used to model the seen. One suggestion was that 40mb file size was quite big for a model of only 170997 polys. Can any one sugest why this might be ..??

 

I have just removed certain metallic and glass textures form the model and things seam to be a little more wiling, could the presence of complex textures be the problem ?

 

-

Oh and the trees are part of a bundle called VB VISUAL , bit of a con really. the advertisement states 200 different objects, in reality it comprises of about 30 different types of plants and trees verifying in size and ‘age’. ( trees of the same species at different ages,) iv only been able to use a small percentage of the models.

 

Finding a good plant and tree bundle of European species was tricky.

 

 

Many thanks for the advice thus far. Any more suggestions are very welcome.

 

Matty

Link to comment
Share on other sites

In my experience, C4D files are approx. 10MB/100k polys. So my largest files of around 1,000,000 polys were in the area of 100MB. You're 170k poly model should be around 20MB....but you're saying its 40MB. This leads me to believe one of two things.

1) There is something wrong with your file. I have no idea what.

2) There are a bunch of parametric objects in your file which are not being reported in the poly count. This could be any kind of sweep or loft.

 

I'm thinking its #2. To speed up your display, set the dipslay resolution on these objects to low. For rendering them, reduce the number of facets. For example, a handrail doesn't need a 32 segmented sweep when being viewed from a distance - set it 8. Bottom line is that your model has to be optomized for each rendring.

 

In regards to the trees...I also use that package although I purchased from Maxon. I find they work very well and the render hit is very small.

Link to comment
Share on other sites

Have you considered going 64 bit, it seems this is just the situation for it, I mean to tell the truth I'm a little envious, I'm still waiting for Max to go 64 bit, however it is nice that it doesn't crash at 1.86GB anymore, now it goes all the way to 3.4GB before crashing, since swithing to Windows X64...

Link to comment
Share on other sites

i'm running c4d and windows in plain old 32bit, but on a new 64 bit machine at home here. runs like a dream. memory management is superb. much smoother than my 32 bit xeons in work.

 

64 bit c4d running on a 64 bit windows and a 64 bit machine is around 30% faster, and even more smoother and stable.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...