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still a work in progress. takes forever to render this.
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Very nice model, I know this is off the subject, but I'm having some problems with the internal version of vray and I am hoping you can help me out.
I know you have talked about using the internal version of vray and you have over 50 million polys. I am also using the internal version, about 4 millions polys, but a ton of highres maps, it's a big outdor valley/forest environment for an HD res show. Vray seems to be fine with the geometry, but sometimes the frames will only render half the buckets. I have tried turning off maps in the global switches and I still have this problem. As soon as I hide or delete some of the geometry it renders fine.
I found this same problem when using vray fur. I am making grass from the fur and using 4 different meshes as emitter and 4 differnt furs, to get nice variation, clumping and empty patches. The emitters have a lot of geometry so I can randomly remove small faces. By the time I added my third grass system, only about half the buckets would render, the bottom half of the frame came back with empty buckets. Though if I did a render region on just the bottom all buckets came back fine. Also I tuned my verbose level in the vray sytem to 4 and never saw any warnings or errors. As soon as I used the optimize modifier on the emiter meshes and collapsed them to get rid of unnessary polygons it worked just fine. My grass is all using procudral maps, so it is not the bitmaps affecting this.
All these test leads me to believe that it is a geometry probem. Have you ever encounters this? How did you solve it? Right now my only solution is to devid the scene in half, though that would end up being rather painful, if you have any other ideas or better solutions I would love your help. I see your postings all over the forum, and you seem to be a vray expert! :P
well. the 1st step was to decide what was going to be proxy objects. Basically all my plants are proxy objects. When you do this you lower the poly count of your scene and it lowers the size of the max file. A smaller max file means it takes less ram to open the file meaning that ram is there for you when you need it to render. The other thing i decided to do on zerofractals advice was to seperate into different elements and put it back together in photoshop. Im not sure how much it helped but i also used x-ref alot. The landscaping on one. the main building in another, the front tower to the main building another, the guard house on another and the landscaping on another.
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Da_elf, thanks so much for your advice. :P :P :P We were using xrefs in this scene, but that led to even more problem. At render time max just quick exited! I thnk vray proxies are worth a try, unfortuanly at the company I work for, we only have the full version of vray on limited machines, so that using vray proxies could become an issue. I think breaking up the file into two parts and compositing it back together could be the best bet, I'm already going down that road.
Vlado, are you talking about my empty vray buckets, or the quick exit from max because of zero-area (degenerate) faces. Also I am kind of confused what exacted are zero-area (degenerate). I assume you mean faces that have been optimized to nothing, especially since my scene contains lots of trees, the models came from xfrog and I optimized the hell out of them, especially for trees far from the camera where you can't see the quakity difference. If I go back to a higher res mesh that is not so optimized will this fix my problem. Also thank you, than you, thank you for responding!! :P :P :P
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