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found the last meiising piece that was crashing it!!!!!
it was surely those shells will never make em anymore )))
there you go...btw what language are the objects labled in?
Typicly subdivs are assosiated with anything in the scene that has such paramiters, lights, materials, etc...
The way we work is most of the time (90%) we leave everything at default and just correct the qmc sampler settings. Works very well.
About geometry.
Usually modeling should be completely separated from rendering. By that I mean if you model some set like yours, export it out to format like .obj then bring it into a clean scene. This will ensure that bad history (if any) is removed. Along with all the other garbadge that can be left in the scene. Then the scene is lighter, and easier to trouble shoot.
Have fun.
thanks for the hints, will have to try that....one last question though.....exporting the scene and the geometry to obj format....do u do that b4 the actual texturing and applying all the other stuff as vray displacement or after that? might sound stupid, but i just wanna make sure
its usually done after the modeling and uv stage.
I think its more often done in maya then in max, since maya creates a lot of nodes and expressions during modeling stage.
In max, I just got in a habit of doing it...thus results are usually clean scenes.
Another pointer is that, your scene may not even require displacement at all. I think a bump would do the trick. At such camera distance (unless you plan to have it much closer then what was in that scene we saw).
cool thanks.....yeah youre right i was plannig to go do a very close up shot later on...will switch dicplacement off for the whole view as it is not necessarry.
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