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Very hi-res for vynil sheet printing...

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  • Very hi-res for vynil sheet printing...

    Hello
    I hope someone ca help me with this...
    One of my client asked vor a 11000x8000 resolution render in 150dpi. He needs to print this on a vynil sheet for a show..
    The render is a simple object with some transparency very simple but technical.

    I told i would get back to him with the answer if I could do this..

    I don't know if I can do this, I went thru the tutorial http://www.asgvis.com/index.php?opti...d=16&Itemid=55 and I will try that out of course but I surely don't know what settings I should render with.. :-[

    Thank you for your help

  • #2
    Re: Very hi-res for vynil sheet printing...

    So what I'm getting is that you think you can follow the tutorial, but you don't know the best settings for an image of this size....correct

    What I would advocate is an approach for light calculations and an approach for the final render (on the settings end), with the approaches for light calculations being carried out in the prepass stage.

    Light stuff:
    -For LC, you don't have to worry about anything (my only suggestion would be to make your sample size lower...like .005)
    -With IR, assuming that you will render the prepass at a standard screen resolution that is at the same aspect ratio, you will want to set the IR up for whatever you need for a quality light solution from that smaller aspect ratio. (In my book that would mean a min/max rate of -4, -1 with hsphSubDs ranging from 60 to 90)
    -After rendering those out (with Don't Render Final Image Enabled) make sure they are saved and load the file.

    Final Render stuff:
    -You actually can get away with what would be considered "lower" AA settings for a image of this size because there are so many pixels to describe the object. Thus, a standard AA setting of Adaptive QMC 1/12 may be enough to get the quality that you need. With this stage render window is your friend (ie. test some spots @ full res with different AA settings)
    -As far as glossies go, the same applies...the standard sampling rate of 8 subdivisions may be fine for getting good quality...you may be able to go lower with your scene/quality requirements.

    Some other notes:
    -If you have memory issues, then try having a lower bucket size (set this in Systems> Region)
    -For memory savings, you can also save the file in wireframe view, reopen in wireframe, then render...this will prevent Rhino's rendermeshs from being in memory in addition to the nurbs info and the V-ray meshes.
    -The extreme of the previous suggestion is to mesh the file yourself, delete the nurbs info, and save a copy (in wireframe as well). Close and reopen rhino, then render and that should help too.

    Hope this fills in a few of the blanks from the tutorial
    Damien Alomar<br />Generally Cool Dude

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    • #3
      Re: Very hi-res for vynil sheet printing...

      Well okay
      I am trying out with a file and now I get a black image at 6% of 11000x5800 and a tiny bucket that is green yellow.. like a bad tv reception.. :
      I will double check every thing you said and post my settings maybe later..

      Thanks

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      • #4
        Re: Very hi-res for vynil sheet printing...

        If you get RAM problemd, than take a look at my render tools:

        http://asgvis.com/index.php?option=c...0&topic=2013.0

        * RAM saver button. LMB: export all lights, meshes and rendermeshes to a new file and open it for rendering. So, the scene can be rendered at a new rhino task. The RMB send the scene to the render engine and during the scene is loaded, an empty new scene is opened. So, much RAM is saved, because only the rendering model is in the RAM. Attention, the RMB "render and New Document" close the file without saving. Rhino bug: if a new file is opened, than one of the viewport must be moved a little, if not the RMB script dosn't work.
        The "render and open empty object" is a great, easy RAM saver! But, if you don't use high res textures and much polygons, it could be, that no RAM save methods are need and direct rendering to the framebuffer works.
        www.simulacrum.de - visualization for designer and architects

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