Tommy L Posted July 10, 2008 Share Posted July 10, 2008 Nowhere near. I think you need to reverse engineer your process here. How about you start with no lighting and work your way up the quality settings until you have a balance? Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 10, 2008 Share Posted July 10, 2008 (edited) The time for this image came in at 44:34 using full GI and shadows. I am using my desktop machine, but my render nodes can probably shave off another 10-12 minutes easily. I used the same grass plug that I created with Advanced Painter, but distributed it with Forest Pro 3. I would like to see a render time approaching only 20-30 minutes. I am also aware that some people like to composite 3D grass in post. I am not sure what you gain if you still have to render out those shadows. I will keep plugging away... EDIT: Where is this blurriness coming from? Edited July 10, 2008 by Claudio Branch Link to comment Share on other sites More sharing options...
blowback Posted July 10, 2008 Author Share Posted July 10, 2008 I agree, I think it is something else in the model. if you look at this test, I am using the the same work flow with much better times. http://www.cgarchitect.com/vb/31209-physical-grass.html#post215701 I will deconstruct the scene soon. Because There is something there that "not right" Link to comment Share on other sites More sharing options...
Tommy L Posted July 10, 2008 Share Posted July 10, 2008 EDIT: Where is this blurriness coming from? AA settings. Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 10, 2008 Share Posted July 10, 2008 It's not the AA...it's fairly sharp until I upload it. Something is happening in Photoshop... Link to comment Share on other sites More sharing options...
blowback Posted July 10, 2008 Author Share Posted July 10, 2008 Claudio, That's looking pretty good. The only thing that I would say is that it has a repetitive fan look. If its long grass I would think it would "flow" together a little more. aaahhhh grass. Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 10, 2008 Share Posted July 10, 2008 Thanks...I agree. It's not quite there because it is too uniform. More testing... Link to comment Share on other sites More sharing options...
Tommy L Posted July 10, 2008 Share Posted July 10, 2008 Claudio, I would think it would "flow" together a little more. aaahhhh grass. We talkin' the same kinda grass? Link to comment Share on other sites More sharing options...
blowback Posted July 10, 2008 Author Share Posted July 10, 2008 a little from column "A" & a little from column "B" Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 11, 2008 Share Posted July 11, 2008 (edited) This frame came in at 41:27. I am liking the consistency and shape of the grass on this one. There are 474 grass "plug" proxies distributed using Forest Pro 3. Scatter and various particle systems don't seem to be able to distribute proxied-objects. Hopefully that will change. Edited July 11, 2008 by Claudio Branch Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 11, 2008 Share Posted July 11, 2008 The time for this image came in at 44:34 using full GI and shadows. I am using my desktop machine, but my render nodes can probably shave off another 10-12 minutes easily. I would like to see a render time approaching only 20-30 minutes. I ran the last test frame through one of my render nodes and it returned a time of 22:20. Now we're getting somewhere... Link to comment Share on other sites More sharing options...
blowback Posted July 11, 2008 Author Share Posted July 11, 2008 ....... Scatter and various particle systems don't seem to be able to distribute proxied-objects. Hopefully that will change. The only way I found particle systems to scattering proxies is making the proxy a group ..... Then it recognizes the group as a particle. Your grass is looking good man! Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 11, 2008 Share Posted July 11, 2008 The only way I found particle systems to scattering proxies is making the proxy a group ..... Then it recognizes the group as a particle Nice! Link to comment Share on other sites More sharing options...
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