Aerial Animation

Well…So far I very displeased with my rendering… lol..Well..Not really…Just need to find out why I am running out of memory…So…I uploaded these images…Can someone recommend a new grass technique or pattern…Right now I am using displacement, which I am assuming is taking up memory…And I am using RPC trees and quite frankly…Replacing them with geometery seems tedious, unless there is an automatic way…Like a replace command…Let me know what I can improve…This is a low budget job, so not a lot time to spend…Arent they all.. lol

QMC 2,4
Irradiance Map
2nd set to None
IR -3, -3
Hsph 50
Samples 20
qmc sampler .85 Noise .005 Global 1.0

Thanx

Eric


why would you use -3, -3 for your irrad map? it just defeats the advantage of adaptive sampling. Also, I just dont use vray displacement for animations. Too hard to control the noise across frames. Especially for arch vis animations. The client is rarely worth the trouble of displacement.

it looks really flat eric (he he flat eric anyone remember him?)
The lack of GI shadows is killing this, and the background needs some brightning up

Well there is no second bounces for a start :shock:

Replacing them with geometery seems tedious, unless there is an automatic way…Like a replace command…

there is… its called clone and align and is under tools..

Check also Substitute Modifier. (shall replace one object with another, both in the scene)

and/or

Replace command in file menu ( will replace one object with another from another *.
max file at merge (replace) time, they must be called the same.

If goring for geometry, check VRay proxy object, in VRay help explains how to create proxy objects/use them

Fermí

try turning down the resolution of the VRay displacement bitmap.
Your background image has a hotspot in the opposite direction to the shadows - could do with brightening too as already mentioned.
I imagine those houses are pretty detailed too - could use the Vray proxy on them - would also do that to any planting you add too if you are having memory issues.
try turning to dynamic memory as well.

some driveways to the houses would help a lot IMO too

Do you have any high resolution texture/displacement maps ? ie larger than 2000px ?

Turn off displacement - you wouldnt get any at the height you’re at in the first shot, maybe not even in the second shot.

I think RPC is taking lots of memory since its all bitmap with opacity, you better with geometry here an example, i have over 6 billions of poly in this scene… :stuck_out_tongue: render under 30 min a frame!:slight_smile: It s a frame from the anim, sorry for the fields!..

very nice

Are those trees proxied? ANd what type of trees are they?

:shock:

I’m working on one like that at the moment. 2 billion, with 290 xrefs, but most trees arent in yet. My pc is going to die.

Its also not rendering.

What was the poly count of your scene? Were the houses xref’d? Did you make it all in one master scene or split it up?

Trees come from onyx tree, i only have one, proxy all over, 1 scene, i have 5 model of house they re proxy too, and i still have displacement on the grass! :twisted: Render with the Z depth, add depth of field and fog in post + color correct and little here and there. the scene is over 6 billions of poly. 864*486 render time around 30 min a frame. i could upload a video maybe, what do you guys use for uploading video?

probabaly just upload it to rapidshare.de

Eric,

From an aerial perspective like this I recommend you create a grass material that is more varied. It appearance of the grass doesn’t have to scale accurate from this distance. I tend to just scale my UVW map up.

When the camera then moves closer, change the UVW map smaller so that it’s now the correct scale. Like Percy said, don’t worry about displacement. You’re better off using render power for the trees. We created an animation of a Winery a while ago. Same as everyone else, Onyx vines that were proxied with over a 1 billion polys. Worked an absolute tree. Forget RPC.

SunnyC
ivolve

I agree with the variation in the grass. I use mix maps with a noise map doing the mixing between the textures. kind of like it is in real life…random patches of colours.

Ok…So I would have a couple files of trees…I guess I could make a proxy then SCATTER? in the file and then xref into my main file?

Same with the homes? Thanx all