JoePublic opened this issue on Jul 05, 2013 · 77 posts
vilters posted Fri, 05 July 2013 at 11:37 AM
Sorry Joe, if I want detail, I prefer a lower Poly figure with a decent displacement map of 4096x4096, giving me some 16 milj. Micro polygons.
I adapt MSR to the final render dimentions. (usually 0.2)
As DeathMetalDesk said, if you go lower in MSR, you have to lower it in each and every group in the properties palette. (Scenefixer can do that automatically)
Roxie and Rex with about 26.000 Poly is as high as I wil go in Polycount.
But? With a standard 4096x4096 diffuse texture and displacement map.
Always giving me more then 16 Milj Micro Polygons to work with.
For lower Poly figures, I stay at 4096x4096 or go up to 8192x8192 in texture sizes. (rarely)
Background figures can have map sizes of 2048x2048
Using standard texture sizes is more important than most think.
On your render settings.
**
**Mostly I use (and I mention only the differences):
( PS : ALWAYS inside BB sphere )
Rbounces = 1 (must have been months that I set it higher)
Indirect Light ON, always ON.
Indirect Light Quality = 7 (the default)
Pixel Samples 3 for normal, 5 for quality, higher is useless.
MSR 0.2 to 0.5, got to 1 for draft, and less then 0.2 for detail work (with scenefixer)
Smooth Polygons, = ALWAYS ON, and set at crease angle 180° for all figures even with SubD ON (with scenefixer)
Post Filter size : 2 to 3 at sync, NEVER at 4
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!