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DR for hudge renderings.....

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  • DR for hudge renderings.....

    i have to do a large rendering for a hudge plot (2x4m). what is the best method ? calculate an irradiance map with one machine in a smaller resolution and than DR with all machines for the rendering ? or DR in the large resolution with bucket mode ? i´m not quit sure whats the best balance between time and quality.... any ideas ?

  • #2
    Not really know how you can do it, but... Did you ever try S-spline? http://www.shortcut.nl/redirect.php?...&page=products

    It can make your life easier...

    hope this helps

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    • #3
      good idea....will look at it. thanks

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      • #4
        HE always help everyone

        He is great
        he is goncalo


        Thanks goncalo great suggest
        Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

        https://www.facebook.com/essetreddi..../photos_albums

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        • #5
          Hey goncalo...

          U saying that with this software we could render like a lower rez image and then enlarge it with no Loss in quality?? did u ever try it? is it good/easy?

          Cause..from what i understand on their website..everyobne would benefit from it! cut rendering times to virtually half or more!!

          Nildo

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          • #6
            the tool is great. in the end the pictures looks a bit smoothed, but thats okay. there are no big pixels and thats more important. and 120€ is quit fair. i love that tool !! i have looked at that tool several month ago, but i had no use for it and so i forgot about it. thanks goncales for the reminder !

            but hey, whats better ? irradiance map or bucket mode ? no experiences about that here ? pleeaasse

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            • #7
              to precalculate an irradiance map and then DR the image is lots faster then Bucket mode, has no visible bucket- seams and - can not render large resolutions...... (( i think vlado stated a while ago, that the memory consumption would be too big. a workaround would be to precalculate a irradiance map, and then render regions as regular netrender-jobs and reassamble the pieces.


              andre

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              • #8
                okay, sounds logic......i will do it the normal way with irradiance map, DR during the rendering and the rest with s-pline. sounds like a good plan....hope it works within the short time i have for that project. once again a project without any time for testing....

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