Author Topic: Slow render with carpet  (Read 3941 times)

2015-05-08, 05:57:23

alebul

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Hello. How to speed up render time in scene with carpet? Carpet created by Cscatter. In one object for instances - 7472 polys. Scatter count - 100000. Without carpet render time about 3 hours, with carpet - 7 hours. Is only one way - decrease geometry of carpet?

2015-05-08, 10:33:42
Reply #1

maru

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Optimizing the scattered objects is definitely a good idea. You may also try scattering proxies instead of original geometry. Aren't you running out of RAM?
« Last Edit: 2015-05-08, 11:43:18 by maru »
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2015-05-08, 11:39:25
Reply #2

Ondra

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The most helpful thing would be if you could post screenshot of the stats sidepanel in VFB for both versions of the scene
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-05-09, 05:26:12
Reply #3

alebul

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This is scene without carpet.

with carpet

this is object for instances

and this is task manager

2015-05-09, 10:26:37
Reply #4

romullus

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It looks pretty much normal to me. Your carpet occupies almost half image area, so it is expected to have significant impact on render times. One thing you can try is to reduce polycont of carpet. Unless you plan to put a camera inside a carpet, you can simplify fibres model a lot, like a ten times and you still couldn't tell a difference.
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2015-05-09, 15:10:53
Reply #5

Ondra

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yes, it looks normal. The carpet occupies HUGE portion of the image, and the scene is otherwise very simple
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-05-09, 15:22:58
Reply #6

cecofuli

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Maybe, when Corona will supper hair&Furn or Ornatrix, we will can speed-up rendering time (like in VRay)
right now, with this huge 3d modeled carpet, it's very hard to keep the rendering time low.

2015-05-09, 20:56:42
Reply #7

alebul

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Thanks for answers, I think reduce geometri or other model help me.