I have a scene setup of a park with a small area of gras using VRayDisplaceMod. I understand that calculation of displaced geometry is not multithreaded but I am not sure in what way that would affect renderingtime. When rendering with VRayDisplaceMod the precalculation drops down to one core for all prepasses and for the hole scene area - should it not just be for the small area of displaced gras?
If that is the way it´s supposed to do, how does people get around it then?
Should I calculate the prepasses without VrayDisplace turn on and then save a irradiance map and then turn it on for final render?
Should I render the hole scene without any displacement, then render only the small area with displacement and then put it together in Photoshop?
Something that affects displacement mod in a massive way is the number of modifiers you have - if it’s lots of small pieces attach them all into one edit poly and just use one modifier.
First try was the scene with displaced grass but without VrayProxy trees and Fur.
It ran very fast
Secound try was: Scene, fur, displaced grass and no VrayProxy trees.
It ran fast.
Third try was: Scene, displaced grass, VrayProxy trees and no fur.
It ran fast.
With proxy, Fur and grass it runs slowly but with just one of them turned of it runs fast. Hmm - so I looked at rivoli´s post again. Earlier I tried with 4 and 6 GB memory with no change in speed so I thought what the h… I have enough memory and cranked it up to 20 Gb.
And now it rocks!
1. pass = 00.12.58
2. pass = 00.13.06
So thanks to both of you guys for pointing me in the right direction.