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Subject: Large City building in Carrara Flythrough and discussion.


SciFiFunk ( ) posted Wed, 17 October 2012 at 6:28 AM · edited Thu, 16 January 2025 at 3:46 PM

Attached Link: Large CITY Flythrough

Hi,

A WIP showing most of the East End of London (as proxies)  in a single Carrara file!

Only takes 1 min 20 secs to render on a single i7 machine per frame (I had to work hard to get the render time down).

Video covers some of the tactics I’ve used, but as this is a WIP I’ll do a full set of tutorials when I know It’s fully done.

Youtube LARGE CITY FLYTHROUGH


MarkBremmer ( ) posted Wed, 17 October 2012 at 9:21 AM · edited Wed, 17 October 2012 at 12:38 PM

Nice. I haven't had a good excuse to get City Engine yet but it's definitely on my list. I'll be interested to hear how Carrara does when you start replacing the proxies. Carrara has polygon reduction for objects further away from the camera, but only for products made by DAZ3d. 

I see more RAM in your future! :D

Mark






SciFiFunk ( ) posted Wed, 17 October 2012 at 9:50 AM

Quote - I see more RAM in your future! :D

Ha ha - certainly for CityEngine 8GB is not enough for a city this size. Prob need to double it, but I've not been impressed with how Carrara copes with larger files (loading/saving/rendering/editor etc).

So I've deliberately aimed for small being beautiful. Of course that starts to fall apart when the proxies are replaced, but I'll fight it to the last.

:-)


Kixum ( ) posted Wed, 17 October 2012 at 10:27 AM

Nice model and render.  Looks like it could produce some impressive images.

-Kix


Antaran ( ) posted Wed, 17 October 2012 at 10:53 AM

Wow! Very impressive. I wonder what's the size of your file. Even with minimized shaders it must be huge.

But I am also wondering about replicators: I see you are using some (judging by bounding boxes in fly through), but are the smaller models there in instances or are they also replicated all over? I wonder whether it would improve the time/storage/memory to use lots of distribution maps and replicators with few actual instances, or whether with really low poly models it's actually resource-cheaper to use them instead of the maps?


SciFiFunk ( ) posted Wed, 17 October 2012 at 11:18 AM

Kixum - thanks

Antaran - I'll cover this in more detail in a future set of presentations, but there are lots of considerations. One of the biggest is your time.

City engine will save masses of your time at the cost of instances (unless you have the budget for the advanced version which outputs FBX - but even that brings compatability problems).

For this you are stuck with models. However the models are bunched into "super models" i.e. lots of houses in one object - which is quite efficient.

I am using the surface replicator for the trees, but this is no good for the houses (not acurate enough).

More detail to come in a future vid.

Glad you are enjoying the show!


UVDan ( ) posted Thu, 29 November 2012 at 11:13 PM
Forum Moderator

Thanks for that.  It looks like it will be great.  It is waaaaay above the abilities of my meager two core machine.

Free men do not ask permission to bear arms!!


SciFiFunk ( ) posted Fri, 30 November 2012 at 4:59 AM

Yes that would push it for a 2 core, BUT would you believe just the houses alone (without poser characters in them) are very quick to render, so if you wanted to do a flythrough only it might be possible.


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