henrycross Posted September 9, 2013 Share Posted September 9, 2013 Recently I've produced a HD animation of a site in Stokholm with pine trees from evemotion 52. I've taken all reflective/refractive quality's off the materials, but the light cache and irradiance map which was calculated every 25frames was looking to take over a day to calculate. Does anyone has any suggestions on how to make trees more suitable for animations. Henry Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted September 9, 2013 Share Posted September 9, 2013 Hi, there is a few thread in this forum talking about this already, just dig around and you'll find several tips that help you to improve speed on your renders Cheers Link to comment Share on other sites More sharing options...
Scott Schroeder Posted September 9, 2013 Share Posted September 9, 2013 Please post your LC/IR settings. It could be your settings and not the trees. A few common problems: Have you checked to ensure that on each opacity map the filtering is set to "none"? Did you check to make sure translucency is off? Are you using proxies? If so, have you increased your dynamic memory? Link to comment Share on other sites More sharing options...
RyderSK Posted September 9, 2013 Share Posted September 9, 2013 I would simply opt-out of IR+LC scenario at all if something so high-frequently noisy as trees are animated. The best rendered animated trees up to this day are still those in 3rd7nth, which were brute-forced. BF is your best choice for clean exteriors anyway, and animations detto. LC shouldn't be giving you trouble at all, do you use the correct mode ? The dynamic memory is good advice too, unless your scene can fit inside, LC might take forever, but I would have guessed that if this was the case, it could rather crash instead. Also. that's very old Evermotion collection and it has ridicoulously BAD materials (the geo being group of multiple meshes doesn't help either..). Either change these completely or just use newer ones (117 I think), although best pine models are from R&D iTrees collection. Link to comment Share on other sites More sharing options...
CJI Posted September 10, 2013 Share Posted September 10, 2013 I use those evermotion trees too, and i agree with Juraj that the materials and mesh need drastic optimising. I completely rebuilt my own materials for them from scratch and joined all the meshes etc to clean it up. They work great but did require some work first. Link to comment Share on other sites More sharing options...
henrycross Posted September 10, 2013 Author Share Posted September 10, 2013 Hi Guys, thanks Please see below my settings... Have you checked to ensure that on each opacity map the filtering is set to "none"? Did you check to make sure translucency is off? Can these parameters be found in the material properties? Link to comment Share on other sites More sharing options...
Scott Schroeder Posted September 10, 2013 Share Posted September 10, 2013 Your scene won't necessarily crash if it can't fit into dynamic memory. Once Vray hits that set limit, it flushes the current memory and starts again. Sort of a rinse-wash-repeat. That cycle, when the dynamic memory is set too low, takes somewhere near forever when dealing with many proxies which are always treated as dynamic memory objects. You can find translucency just under your reflection settings in your material. Your opacity map filtering can be found in the actual bitmap settings for that map. Make sure None is checked. Having filtering on your opacity maps absolutely destroys your render time no matter what settings you use in Vray. Link to comment Share on other sites More sharing options...
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