Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)
Visit the Carrara Gallery here.
PS. About that light in the back corner. It doesnt seem to be from the spot that is coming in through the open door. There are 2 lights in the hall. If i remove the one placed near the door, that splotch of light is still there. The second light is place on the other side of the door, kind of (but not quite)level with the back wall.
One GByte of RAM is a bit minimum for any of todays 3D applications. I imagine a lot of off-loading to the hard drive is driving up your render times?
I would go for at least 2 GByte of ram, with 3 pretty much all your system can use. ~ 1.8 GByte is all carrara gets -- under ideal conditions, and assuming a good stable motherboard/RAM.
If you're using C5Pro, try Ambient Occlusion Only, rather than full Indirect Lighting. Ambient Occlusion does a good job of simulating real indirect lighting. though it's probably really best for animations.
Post your render settings and I'll tell you what may have caused the lockup. I use a P3 with 1GB RAM that can do GI with a scene like yours with no problem. For the light going through the wall, make sure your walls have volume as well as your floor. Don't use planes. Also make sure there are now duplicate points causing open seams on the wall edges. Shove the walls slighting into the floor so light doesn't get through.
www.youtube.com/user/ShawnDriscollCG
With all the glass/water/lights in the scene, the computer may sit there for 5-8 minutes before it starts calculating the environment and even thinks about rendering the thing. It depends 95% on your render settings, 5% on your objects.
www.youtube.com/user/ShawnDriscollCG
ominousplay... you are NOT wrong. Objects in the scene are taken into account, especially for GI, since it needs the information about objects the lights might reflect some color back from to do it's calculations. The multiple transparent objects are my guess as to why it would take so long and bog down your system.
Thanks everyone. I've taken out all the objects that werent within the production frame. That should help. I'm still trying to solve that leaking light problem in the back corner though. I made sure cast shadows was checked, changed the floor from a plane to a solid form and raised it a smidge to make sure no space is left between floor and walls.....but I still have light leaking in. As a test I removed the light behind that wall, and the leakage did in fact vanish. So it is caused by that one spolight. I'll keep working on it and run some more tests, try the GI again, perhaps on different settings. I'll let you know how it works out. Thanks, H&B
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