Re: Distributed Rendering 2003-12-01 - By pmiinalainen
Back Yes, i know exactly what you mean. :-(
For animations, try turning the refraction/reflection depth down and use all the ray-traced features sparingly. Turn off global illumination, indirect lighting and skylights. Use softshadows.
Design your story, scene and characters the way that they look good with these settings (=non-photorealistic). That is the only realistic way to do animation...
non-realistic images = realisctic rendering times
You can however fake things by using time to prepare good texture maps etc. Personally, i wouldn't try to use best rendering quality that carrara produces even in still images. Some GI/indirect lighting test i have done, took between 5 minutes to 3 hours to render. At 3 hours per frame, that would mean 75 hours of rendering for every 1 second of completed animation :-( I think that even 5 minutes per frame is undoable in longer animations. petteri
--- In Carrara@(protected), "unadavey" <unadavey@(protected)> wrote: > As a complete novice with animation and rendering, I went into shock > the first time I rendered an animation - it took 17 hours. I don't > have the highest spec pc in the world, but it's above average. It > was instantly apparent that if I wanted to do any more animation, I > needed a separate machine for rendering, and since I can't afford > another machine at the moment I just gave up on animating :D > > I'm not expressing myself well here, I'm trying to say that it's so > self-evident that setup and rendering can't be done on the same > machine that the only logical approach is to have the rendering part > of the application as a separate bit that can be installed either on > the main computer, or on a different computer, with the licensing > agreement recognizing the realities of the situation. Who can afford > to have their main computer tied up for hours and hours at a time? > Mr. Nobody, that's who.........rotfl
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