mskin Posted February 28, 2007 Author Share Posted February 28, 2007 i just woke up... my final gather is at 19%. 8 hours ..... tick tick tick Link to comment Share on other sites More sharing options...
manta Posted February 28, 2007 Share Posted February 28, 2007 answered my next question before I got to ask it, OK point prooved thanks, any solutions for Metal? JHV Hmm...metal, not sure I follow you, could you elaborate on that... Link to comment Share on other sites More sharing options...
nisus Posted February 28, 2007 Share Posted February 28, 2007 any solutions for Metal? I'm sure you mean MENTAL, i.e. MR I honestly don't know, I'm still far away from understanding the 'placeholders' by now... gotta check more into it, but got other things on my list first... nisus here is the info from the manual: Use Placeholder Objects—When on, geometry is sent to the mental ray renderer only on demand. Initially, the mental ray scene database is populated only with the size (bounding box) and position of objects in the 3ds Max scene. When the mental ray renderer renders a bucket that contains an object, the object's geometry is sent to the rendering engine only at that point. Default=off. This option can improve rendering speed when a large amount of the scene's geometry is outside of the view you are rendering. Tip: When you use placeholders, always calculate buckets in Hilbert order. See Sampling Quality Rollout (mental ray Renderer). When the mental ray renderer is low on memory (as defined by the Memory Limit setting), Use Placeholder Objects enables it to increase available memory by deleting object geometry from the scene database. This can dramatically reduce memory usage, but with a possible cost in rendering speed. Memory Limit—The mental ray renderer keeps a count of the memory it uses at render time. If it reaches the memory limit and Use Placeholder Objects is on, the geometry for some objects will be discarded in order to allocate memory for other objects. If Use Placeholder Objects is off, or if after deleting geometry more memory is still needed, the renderer releases texture-map memory as well. Default=1024 MB. Link to comment Share on other sites More sharing options...
Justin Hunt Posted February 28, 2007 Share Posted February 28, 2007 Please post your render settings, there may be other issues other than the trees, Yea I did mean Mental, Dyslexic fingers JHV Link to comment Share on other sites More sharing options...
only3d Posted March 1, 2007 Share Posted March 1, 2007 marek, im not very familiar with the onyx trees but this sounds like a job fo SPEEDTREE by digimation. half or less the polygons but even better results. definitly better looking than max trees! plus u can choose between low res to high res thus saving some more polys for the farthest trees. oh and by the way they also have a built-in solution for your "floating trees" problem. (different thread but same subject) check them out theyre pretty usefull Link to comment Share on other sites More sharing options...
manta Posted March 8, 2007 Share Posted March 8, 2007 i just woke up... my final gather is at 19%. 8 hours ..... tick tick tick Just wondering if you ever got it to render... Link to comment Share on other sites More sharing options...
nisus Posted March 8, 2007 Share Posted March 8, 2007 FG can take a LOOOONG time, if not optimized... especially with multibounces and... euh... trees! nisus Link to comment Share on other sites More sharing options...
mskin Posted March 9, 2007 Author Share Posted March 9, 2007 i cancelled it. i wnated to play some yahoo pool. i ended up geting my render out. not exactly what i wanted, but it worked. the building itself was a huge glass greenhouse, so that was soaking up alot of available resources. i ended up rendering three seperate times.... once without trees, once with only trees, etc.... i put it together in photoshop. thanks for all your help guys, i really would like to find out how to use the proxue equivelant in mental ray. Link to comment Share on other sites More sharing options...
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