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Animation Rendering Time


mmulv2
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I am rendering an animation in max (at 20fps), however, it is taking a VERY long time to do the animation. The render settings are settings of the samplescene found at vray-materials.de and i was wondering what settings should i change to decrease rendering time while still having the textures looking quite good and realistic. Thankyou

 

(Also, there are no lights in the scene, just the indirect illumination settings as found in samplescene, do i need to enable a setting in render that determines lighting at each frame or sumthing similar to make the lighting realistic, or would it be fine without it?)

Edited by mmulv2
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G'day Mick,

 

The materials are just part of the rendering process that takes a while - Lighting is another, as are your render settings.

 

I'm alleric to v-ray, so I'll let someone else step up and give you some tips, but I found Chris's tutorials over at gnomon very good. I bought both before I developed this nasty rash...

 

;)

 

If you post your v-ray settings, that will help the v-ray guru's sort your problem out.

 

Enjoy

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It's been a while, but 6 secondary bounces have got to be driving up your render times.

 

In mental ray, each secondary bounce adds 100% to the render times.

So, 2 bounces takes twice as long as just 1.

3 bounces takes three times longer, etc.

 

That's all that jumps out at me.

 

I'm sure others that use v-ray will chime in here shortly.

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How many bounces would you suggest? Where do i change the irradiance map subdiv cause i only see one box for it? Where do i change calc passes? Also, should i put the fps back upto 30fps to make the animation more smoother? One more thing, what format should i export the file as to get best quality? avi? wmv? what? Sorry, but I am new using the program. Thankyou

Edited by mmulv2
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Caustics are beautiful but only if time is not a priority, it's very time consuming. On the Irradiance Map tab, Basic Parameters: there are 2 options: HSph subv and Interp samples. That's what Eric meant by 30x20 subdiv (HSph:30 and Interp subd:20). I honestly don't know what he means by "no calc passes". Also, I can't see your settings anywhre here but I would recommend that (since you mentioned bounces) you spend a little time learning a bit about light cache and (in my opinion) is better and far faster than QMC. I don't think it's a question of how many frames you want to render but what format you're intending to render to. For example: NTSC(30fps), PAL(25fps), Film(24fps) and so on. Always output your renders to image sequences (.jpg, .tga, .exr, etc) because if you output to quicktime or avi straight from rendering and you have any kind of crashing, you'll lose all your work. I personaly output my renderings to h.264 which I think is a good format but this is personal. You have to find what is best for your personal taste. One thing though: the more formats you know, the best you'll be prepared when a client comes to you and asks for a particular format. Hope it helps. Good luck.

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Aren´t you pre-calculating irradiance map?....... i think that working with single frame will take more time.

 

is an exterior or interior animation? if it is an interior animation, using light cache will be faster.......

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Its not really either, its an object on a wooden plane. The renders are an image in one of my earlier posts btw. Should i replace brute force with light cache, but will this alter the lighting in the scene by a large portion? Also, if i change my secondary bounces from 6 to say 3 or 4, will the lighting in the scene be much dimmer? Thankyou

Edited by mmulv2
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This is a still from the animation. I am still fixing the render but the objects start apart and come together to form this final object which is gonna b the animation. (BTW ignore the grey circles)

 

completeri1.jpg

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Cant change cog as i am replacating the object from real life and must be an exact replica. I will b happy with the render once the black dots, dirt and dirty cog is gone as it will look much more realistic. Thanks. Any other suggestions as none have been succesful so far?

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hey Mick....I finally see a pic of u'r animation, sorry coulnd't realy help u before at vraymaterials.de, but it was not enougth info for it.

 

2 basic problems: alu/iron vray material & ligthning.

 

vraymat = you need to add more "subdivisions" in the reflection slot default is 8..u need to give 12/15. unfortunatelly by adding subdiv it may send your render times to eternity :(.

 

ligthning: add some omnis around with very low intensity and NO specular...why not vray ligths?..'cos they take much longer to render/frame.

 

besides, add a HDR to your reflection/refraction slot in the enviroment slot to give a nice metalic reflection to your materials.

 

by adding more ligth to your escene, you may avoid adding subdivisions to your vray mat :). I would suggest you to try other metalic look vray mats from the same site....there are some faster ones. I'm shure.

 

I would use an "empty" background to make the animation instead of that wooden surface you show. animation of "mechanics" do not need necesarily backgrounds.

 

...well, good luck.

Edited by Eric Sosa
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HDRI maps are already in the enviroment settings. With the irradiance map, should i use one and precaculate it b4 each frame or not use it or wat? Also how many secondary bounces? When u talk bout the subdisions of the reflection slot, r u talking bout changing this for the iron (darker) material or aluminium? Thanks

 

Also, for the animation, once the pieces are put together, i want the camera to rotate around the object, would this be a much faster render than rotating the actual object itself? Also, what settings for the indirect illumination should i hav?

Edited by mmulv2
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