Tnx for all the replies
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Hi fgcity,
It's true, not having to tweak anything or use some tricks would be nice, but you need 5000Ghz processors and 100Gb ram or something. 80% of all settings in vray are there for optimization, and this is not only in vray. Think about it, it's not only GI. Glossy samples, area lights, refraction/reflection depth, displacement subdivs, AA etc... It's all about optimizing for the pc's currently available.
Moving objects need new GI every frame, it will be that way forever (and if not, it will be some way of optimization).
The high polycount problem has more to do with windows than wih vray imo.
I also want a renderer with only one button: "render" which shows a full Gi anim of 20million polies in realtime, but it ain't gonna happen because even if there were 500Gig proc's, the renderer mateiral and environment properties would be so advanced that a 5000px render would still take 20h to render.
So be glad with vray proxies, otherwise you had no choice but stopping at 3million polies and using trees without leaves.
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Tnx for the reply flipside, but come to think of it there are other renders that would render the same scene with the same quality and with only 1-2 minutes difference without errors and with over 20 mill polys Stacked collapsed or no, proxies or no. In any case tnx for all the opinions.
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Hi,
Which renderers are you talking about then? Don't want to start another "which renderer is best" -war, just out of interest to hear your experiences.
wouter
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Yeah please enlighten us fgcity ... which renders are you talking about .. ?
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I don't want to start a discussion ither about which renderer is better but i have used in the past (before Vray) Final render and it hasn't let me down then. Although i don't know about it now that time has passed and ray has been upgraded. But still some features and the engine of that renderer has some new features that can help in difficult situasions
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I remember finalrender doing some kind of scene setup pass before rendering, which took ages even with not high poly counts.
Here's a testscene I made with vray. I made a tree which has 50643 polygons. Converted it to vraymesh (very easy to do).
Then I placed one vraymesh and instanced it 165 times to make a small forest (rotated and scaled each tree a bit). A forest has 8,3 million polygons. This rendered very easily!
So I copied the entire forest a few times, still no problems...
I made 144 copies of it (of course all instanced). This makes a total of 1203 million polygons!!! The problem now is max which becomes slow in saving etc. Of course I used box display for the trees...
I used IR map + Lightcache with skylight only for lighting.
Here are some renders (don't mind the polycount underneath it, I think it doesn't count the proxies polygons)
23760 trees, 1203 million polygons:
memory usage didn't exceed 320MB.
Rendered on a dual xeon 2.8 with 3GB ram
I hope this makes you believe vray can definately render high poly counts!
wouter
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That's very impressive, but i wonder if a scene with 70 villas for instance with each yard different, people moving and each geometry with some modifications in the stack will render the same. The test is impressive but i could also make a gemetry with 10 mill polys, convert it to proxy and render it with V-ray with no problems, but we are talking about complex multifunctional scenes . In any case . I guess the only thng left to do is wait for Vlado and his team to fix this important things or make them beter.
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Yes I am aware of that, but I know for sure this problem exists in other renderers too without applying some tricks. Usually 100 trees have more polygons than an entire villa, so if you construct the scene in a clever way I am sure vray will render it.
But I have the impression this discussion can go on for years
If you manage to render a scene like you described, make sure you post the results here!
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