Render Gallery Submission Thread (Updated 8-13) 56k warning
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please, tell me! i'm new to most of 3ds-max so any advice is greatly appreciated. They are all instances of 3 or 4 objects (don't know if that helps). Also, every ship is part of a croud that controls it's movement and prevents them from running into each other, so as i need to be able to use any alternative methods with the croud. thanks!
- Veegie[Temp]
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If anyone has any unanswered questions regarding my latest piece, I think this post of mine could answer them.
Here
Here
I have both final render and the latest version of vray and ill have to give my vote for final render. Vray is an excellent renderer, but i prefer fr. They both do GI, HDRI, displacement, caustics and have their own set of materials. But add in final shaders and the various material persets and options and ill have to say stick with fr. Fr-dirt and elevation are extremely useful. Plus it has a whole host of options integrated into every aspect of the program. As long as you have all the latest updates, you cant go wrong. Plus, as a nice added bonus, you have final toon for advanced toon rendering.
cant beat this!

cant beat this!

- Veegie[Temp]
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- Veegie[Temp]
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- trepdimeflou
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Solution?rossgemuend wrote:if only i had vray...
so i just installed finalrender, and i'm pretty happy with the results (consifering that i've been using the default scanline renderer). I'm still tweaking it to make it quicker, but the reason i chose to use it in the first place is because it is supposed to have excellent memory management traits. On my render farm, some of the servers (backburner clients are called servers) only have 512 MB of ram and the scene i'm rendering has around 1200 ships in it. the default scanline renderer gives me the "out of memory" error, but finalrender just keeps on chuggin. It works with backburner too, which is what i need most. I was wondering what your opinions of finalrender are.
Maybe...
Just making render on 4 parts.
So you make 4 scenes of your 1200 ships and every single scene have 300 ships so then you can render and you attach the render images with photoshop.
I know maybe its not easy, for the lightings but you can try.
Ahhh.. Reflective balls..trepdimeflou wrote:i've been using finalRender since i first got max, and it remains my favorite renderer, aside from Brazil. I like Brazil because it has an exposure tool on the render dialog box for touching up your final product.
Rendered with HDRI-based GI in Brazil:
(reflective sphere)
Err, nice. ;D Very nice indeed.

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ok, i've tried vray, finalrender, and brazil (thanks to trep) to do the scene with 1200 ships but none are as fast as scanline. I turn almost everything down (no AA, no caustics, no supersampling, no raytracing) and it still takes too long. It must simply be the shear amount of polygons. I found that I do not get the memory errors when I use a lower resolution texture on the ships (1024x1024), which still looks good. Just in case anyone was wondering, I use a P4 @ 3.3GHz (Overclocked from 3.0) with 1.5GB of pc3200 ram for my workstation and I have 5 other (slightly less powerful) slave renderers for network rendering. It is currently taking an average of 30 minutes per render, opposed to a few hours using fr and vray. I guess i'm still experimenting with brazil. Does anyone have any suggestions that could reduce render times dramatically in fr or vray?
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This is something im working on in my spare time. Thought it might be a good idea to get peoples opinions along the way so i can change something now rather than not be able to later on
. It currently not rigged and im trying to find a way to stop the normal maps from inverting on some parts of the model.







- Veegie[Temp]
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- Veegie[Temp]
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