Buttman Posted November 12, 2003 Share Posted November 12, 2003 I was thinking that in order to reduce the memory size which affect on rendering, is that scale down the objects' size. Will it work? Link to comment Share on other sites More sharing options...
Jeff Mottle Posted November 12, 2003 Share Posted November 12, 2003 I don't see how this could work as one face is still one face and the bitmap sizes would still have to remain the same unless you physically got further away from the model. LOD does not change based on scale, just proximity to the model. Link to comment Share on other sites More sharing options...
Buttman Posted November 12, 2003 Author Share Posted November 12, 2003 You lost me, mate. Link to comment Share on other sites More sharing options...
Arnel Posted November 12, 2003 Share Posted November 12, 2003 What Jeff is saying is that the number of polys or face count in your scene is still the same even if you scale down your scene. Try scaling down your scene and check summary info and it will show you the same poly count. What matter most in a 3d scene is the poly count, as the great Ted Boardman says practice efficient modeling. Don't model objects which cannot be seen from your view or camera. This will bring you great return of time for your rendering and tweaking of scene. Link to comment Share on other sites More sharing options...
Buttman Posted November 13, 2003 Author Share Posted November 13, 2003 I see. Link to comment Share on other sites More sharing options...
STRAT Posted November 13, 2003 Share Posted November 13, 2003 another way to drastically reduce render times is to learn your chosen render engine. these days poly count isn't as big an issue as it used to be, but if you understand how to make use of things like material make-up, lighting properties and optimal render settings for the particular scene you're rendering, you'll save stacks of time. Link to comment Share on other sites More sharing options...
Buttman Posted November 13, 2003 Author Share Posted November 13, 2003 Please give us some examples. Link to comment Share on other sites More sharing options...
STRAT Posted November 13, 2003 Share Posted November 13, 2003 examples - lights - optomise your sample/map size settings. area lights - do you really need them? materials - try keep the material trees to a minimum. dont go over board unnecessarily on reflection/refraction settings. or material super sample settings. render settings - learn how to operate the gi/radiosity settings effectively. understand undersampling. use less light bouncing and more fill lights. dont whack up the gi samples pointlessly. caustics, again, are they essential? AA samples, keep to a minimum. this list is just some examples to keep in mind. every scene is individual, but optomisation is the whole key to save years of render time. dont just use the s/w's defaults. Link to comment Share on other sites More sharing options...
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