Right. Got everything setup to render via the network. Now to cut brush, trim, fit, style.. tweak cut and density maps.. phew....
Some useless information.
Strands 100,000 * 3 passes , takes 3 minutes to initialize and render, on two machines , 8 cpu cores and a bundle of ram XD
Some useless information.
Strands 100,000 * 3 passes , takes 3 minutes to initialize and render, on two machines , 8 cpu cores and a bundle of ram XD
Category All / All
Species Unspecified / Any
Size 792 x 254px
File Size 249.5 kB
Heh its not much of a wait really. While the computers are taxed rendering there is still some power left to continue work ^^ The initialization part is the killer though. A 12,000x12,000 Photo Shop layered image is used used for textures. There is a displacement map, a density map etc, of a which is converted into raw prior to rendering... this can take up to two minutes more or less... So after the initial render , render times will be reduced dramatically. I especially like what its doing around the hips and just above the tail...
sweeeet.
300k strands only?! I kind of ... don't believe, considering the render time and the good coverage. I've never gotten away with less than, like, an order of magnitude more strands in order to get coverage like that. If it really is 300k, it leaves me wondering if it's tool differences, or if I need to work on my efficiency. Either I'm doing something terribly noobish, or we're counting differently, or Blender is doing something completely different to build the strands. I must know T_T ... Does that not include dynamically generated children? Is that view-clipped? Is that per-strand AO or cheating with a baked map from rest pose? Give me all your secrets arrrrgh
12k texture? wtf^2, there's your RAM usage. What, are you planning on doing 1:1 poster prints?
300k strands only?! I kind of ... don't believe, considering the render time and the good coverage. I've never gotten away with less than, like, an order of magnitude more strands in order to get coverage like that. If it really is 300k, it leaves me wondering if it's tool differences, or if I need to work on my efficiency. Either I'm doing something terribly noobish, or we're counting differently, or Blender is doing something completely different to build the strands. I must know T_T ... Does that not include dynamically generated children? Is that view-clipped? Is that per-strand AO or cheating with a baked map from rest pose? Give me all your secrets arrrrgh
12k texture? wtf^2, there's your RAM usage. What, are you planning on doing 1:1 poster prints?
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