Peej opened this issue on Mar 26, 2002 ยท 15 posts
Peej posted Tue, 26 March 2002 at 7:12 PM
Tirjasdyn posted Tue, 26 March 2002 at 10:49 PM
hey, it must be a bryce thing. If you look in my gallery there are two In Fall images. The first (yellow) took 20 hours to render. the second, I removed the sky, and atmosphere and it took 2 hours. Same stuff. I even added volumetric fog to the image after removing the sky and it didn't change the render time. I have a wine glass image on my site. The window, made of bryce objects did the same thing..from 30 min render to 2 hrs. Maybe it has to do with glass or the color yellow, I can't decide which.
Sihn posted Wed, 27 March 2002 at 5:34 AM
Funny, but I've had problems with long render times in regards to yellow glass, too. I can switch to clear, or another color, but if I use yellow, it almost always doubles the render time.
bikermouse posted Wed, 27 March 2002 at 6:52 AM
Wow!! that looks like Fresno (no offense). antialiasing I'd bet. the proximity of the fence to the tree. good job peej.
bikermouse posted Wed, 27 March 2002 at 6:55 AM
oops forgot. don't forget to add the busstop route sign.
tmac87 posted Wed, 27 March 2002 at 8:34 AM
tmac87 posted Wed, 27 March 2002 at 8:36 AM
Should read: NO AA no glass no aa = 3 seconds clear glass no aa = 4 seconds Yellow glass no aa = 5 seconds
hogwarden posted Wed, 27 March 2002 at 8:51 AM
Maybe it's because the rays are passing through more than one layer of glass. I read in a thread ages ago that overlapping transparent+refractive textures cause massive increases in render time. You could try setting the refraction back to '100%' (no effect) and see if this improves things... or even remove the panes of glass along the back of the shelter?
Man O' War posted Wed, 27 March 2002 at 4:23 PM
I think the glass over glass thing is the killer. I know this isn't as nice, but try a station with glass only at the two short ends or probably more painful, one end and the back. manowr
Vile posted Wed, 27 March 2002 at 7:47 PM
Where did you get the models for the buildings? Are those bryce trees? Those eat processors ;)
Baztd posted Wed, 27 March 2002 at 8:36 PM
Glass eats reneder time. (refraction, transparency, reflection etc) trees eat render time. (they are gits .. no other reason that i can think of)
Phantast posted Thu, 28 March 2002 at 5:08 AM
I once did a transmapped object inside a complex glass object under water - did that take long! BTW that's an excellent pic.
reddog posted Sun, 31 March 2002 at 12:35 AM
I'd try to make the glass single sided. so there is only one reflective path to calculate. and take out some of the rough textures. and think about using the plane tool with a photo for the trees, that will give only one s/s item to calculate and cut down the hit rate. remember to watch the numbers that show up at the end of the render.( Ray attempts=80Quad Ray hits= 10 Trillion)
thunderdon posted Mon, 08 April 2002 at 3:35 PM
I would kill the glass or make sure casts shadows, accepts shadows, self shadows are off for the panes. Turn refraction to 0. Remove the posters or whatever they are from glass. Make sure that glass touches nothing else. Copy the material from one of cars (windows) if cars didn't add appreciably to render time. Or Hide bus stop for all renders and after final is done plop render window around bus stop. Export image and edit main render in graphic editor, pasting the plop rendered area into main render. I would lose glass and then add glass in PhotoShop
clyde236 posted Mon, 13 May 2002 at 1:46 PM
Absolutely wonderful picture! I am VERY impressed! I have found that I must be very careful with glass, especially when two panes of glass overlap. I see that your bus stop uses glass just like the "real thing". I'd suggest that you break up the glass panes (which is a pain!) to avoid the overlap. If this is a still image, you can get away with that, unless you change your camera angle. The second suggestion is to fuss with the glass materials. Some of them are really render hungry. One silly trick is to take the "simple" white material and fuss with it, adding transparency, specularity and reflection to it to "fake" the glass. That might help if you can live with the look. Of course, you know to make sure that the bump height is zero, and to turn off all settings that aren't needed. You might also check for reflection. If you can pull that lower, the render will speed up. Finally, and this may seem obvious, you aren't using the glass as a volume? Volumetric material is mega slow (at least i have found it so). Hope this helps give you ideas. Great picture! Good luck!