Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Jan 04 3:16 am)
I should try that...."Send me the file and I will show you"......send me everything you got and I'll leg it!! LOL Great scene and i hope you get what you feel is right, glass, metal all looks OK, but the cleaning is a real bummer! LOL Sorry, my medication is starting to work...HIC*....Hic^. Marc (Great modeling, make me jealous!) ;)
Smile, your dead a long time :)
Has this pic been resized down? If not, 16 hours to render this is far, far, far too long. (Unless this was re-sized down from something 8x this big) Looks like you have a number of lights, with soft shadows activated and rendering at 36rpp. Yes/No? My own angle on keeping rendering times lower; -You got a lot of lights going on but I see no key shadows, probably because of soft shadows being on(?) This is all cool yet, how many lights really need to have their shadows activated? *(My own #1 rule) Be very stingy with what lights need to have their shadows even activated. *(My own #2 rule) Is there any visual difference at all between rendering on "Regular" vs "Super Fine"@36rpp? (I see some small diameter, catwalk support rods coming down, but that might be about it that would benefit from rpp - and those could be plop rendered) I don't know for sure, unless being able to render it myself and spot any real differences. *Does your metal have any reflection to it? If so, this setup looks like you could get away with killing all reflection value in the majority of your metal, doing this would speed up render times. -------------- Anyway, all that stuff aside...this is an awesome scene! Very, VERY nicely created. Job freaking well done, dude. ;o) AgentSmith
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36RPP is probably the close to the same speed as regular with soft shadows. Regular slows down a lto under soft shadows. I woudl second agent smith keep only one or two bright lights casting shadows therest of the fill lights just turn off the shadows. If you are using bump turn it down below 5. This speeds things up. Make for some ranged lights so they will only light one area and it saves calculations too. Great set there. I think an additional texture on the floor to break it up a bit would improve the image.
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16 hours is nothing - just set it to render before you go to sleep, and presto, it'll be done when you come home from work the next day :) Really nice looking scene so far :)
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Yup, great point about the bump on your metal. A turned up bump on metal, from far away, tends to look like rough noise, which will calm down to a degree IF you render with rrp's, lol, but...again if you can render on Regular/Noraml settings I would try to go for that. Like Dann-O stated, if not already, place the bump at 5 or lower. It will especially help in that last AA pass. You don't have to, yet it could help in render speed. AS
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16 hours is too long a time for a 400 x 480 render, imho lol. I haven't done that since my 200mhz PC-ing days.
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Once we can get ICM's new PC onto the net and we can network render on it, then 16 hours will take but 16 mins ;)
Dreams are just nightmares on prozac...
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Lol...shhh...just don't tell him. Convince him he needs to install "pc anywhere". Yeah...that's it. AS
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Thanks, everyone! foleypro-- If you're talking about layered rendering, I can't do that. I'm using fake radiosity; this means that every object has a slight effect on every other object. So, no layered rendering. AS-- It's not resized down. However, the fake radiosity means that EVERYTHING is reflective (yes, I'm using that method for lack of real radiosity). That's why it's 16hrs instead of 15mins or so. I rendered using radiosity because one of the things I'm testing out is how the ambient lighting will look in the final image. So, Premium is necessary I'm afraid. =( I'll look into reducing the shadows on lights, etc.; sounds like a good plan. Dann-O-- Hmm... I'll check out turning down the bump. I suspect that it may not end up with the effect I'm going for, but I'll try it anyway (anything to reduce those render times!<-without sacrificing quality, of course). As for the ranged lights, you're probably right. I think the scene is too bright, anyway, so turning down the range is something that I've been intending to do since I first saw the final rendered scene. lol@flak I'm not very disappointed; it's still a major step up from anything else I've ever done. And again, it should look better with the floor made of glass. Thanks again and will keep you posted.
I think it already looks great and you should be proud! This was a massive project that you obviously put a lot of work into. My only advice would be to keep tinkering with this scene, getting the textures,(glass, lighting etc.) perfect, the way you want it, and then doing another render, to show off this scene the way it deserves.
I really like this image. One thing I would add though, are signs and warnings. I occasionally work in the basement below a paper machine, an enviroment not too different to your pic. Everywhere are warnings about automatic valves, hot surfaces, slippery surfaces, moving equipment, and the need for special safty equipment. We also have colour coded ducting and electrical boxes to speed up ident in case of emergency or maintainance. Also, everything has an area Letter and a section Number Just a thought.
Sans2012--
Actually, neither. I find using light domes to be overly complicated and limited in application, and the "True Ambience" setting under Premium... well, it leaves a LOT to be desired. I'm referring to the old trick of making everything in your scene reflective with full white as specular halo, and then using the "Blurry Reflections" option under Premium settings. It's a passable falsification of radiosity, I suppose, but no substitute for the real thing. It's the best I know how to get using Bryce as my renderer.
Cyba_Storm--
Great idea. However, this scene is already taking FOREVER and several weeks to render, even using some of the tricks mentioned in this thread that I didn't already know (thanks for those, btw). I'm already having nightmares/headaches about the final render. =( Oh, well, something to think about for the next one....
Message edited on: 02/23/2006 04:49
For a second I thought it was Rochrs, and was wondering why he'd changed it. I've had probs with longs renders too recently. Some light set ups in 5.5c seem to take a lot longer than really necessary.
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I'm with Bryster. It looked like Rochr's latest, had to take a second look. 16 hours is long? Hell, I've had renders go over 40 hrs. My only comment would be to populate it with people. Now watch those render times sky rocket. :D Otherwise its dang good. Probably get good scratch from DAZ for it, if your so inclined, 'cause I'd buy it.
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God! You think light domes are complicated? "making everything in your scene reflective with full white as specular halo, and then using the "Blurry Reflections" option under Premium settings" lol. Its amazing how programs can be so user definable and adaptable for peoples unpredictability:) Just a thought; maybe you could scale up the core part to fill out the floor a little more and adding a little more emphasis to that (core) main focus of the image. Look forward to seeing some more on this Robert; update, update:) Michael.
I never intended to make art.
Bryster--
Guess I should be flattered. I was originally inspired by that image, but personally I'm not sure how it's close enough that they could be confused, lol. Ah, well, hopefully the next one will be more original. =)
bandolin--
People would be nice, but I'm sort of through using other peoples' models in my scenes and I don't have a good program for creating/posing character models (not to mention that any character model made by me would be totally out of place in a scene like this, quality-wise, lol).
Sans-2012--
lol@light domes. Blurry reflections just looks ten times better to me.
Good idea on the core scaling, but after seeing a partially rendered variant of this image with the floor all glassy, I'm FINALLY completely satisfied with it. I think that the reflection adds enough detail to the floor and makes the composition interesting enough.
Thanks!
Message edited on: 02/23/2006 13:00
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Well maybe peopel in protective gear. I really am not a people modeler either but I used wings and made some sort of abstract people before and I thought it was cool. Maybe you can do the same. (sorry I suck at robots) Instead of trying to model realistic people try modeling some sort of stand it that looks good in the pic. I am giving a link to an example. I modeled the hands speperatly to make it easier to pose the hands. I gave them heavy clothes so nto that much detail on the anatome they are wearing hoods. Just a thought. And it is a good way to get started on organic modeleing too.The wit of a misplaced ex-patriot.
I cheated on my metaphysics exam by looking into the soul of the
person next to me.
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Approx. 16-hr. render on 36rpp. This is just a preview; right now I'm looking to (naturally) change the glass, fix the keypad on the right so that it has a screen and buttons instead of just extrusions (right now it's hard to tell what it is), and drastically increase the brightness of the light in the corridor on the right.
I'm a bit disappointed; it looks too empty, somehow. I'm hoping that this problem will be significantly diminished with the addition of glass on the floor, but...
Still, I would be very happy for any C&C that you guys have on this. Sorry about the tiny size; again, 16-hrs as it was. 8|
Message edited on: 02/22/2006 17:31