Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Animation render times - texture baking etc.
show user profile  MrBurns
I'll need to do an animation soon, and I was wondering how I could reduce render time.
It's sort of a factory with one moving object and pretty much everything else not moving at all (apart from the odd crane etc.).

I thought that maybe I could bake the shadows of all non-moving parts and then comp the remainig shadows on top. Is this a good idea? Or will there be visible artifacts or seams where the shadows "meet" or anything like that?

I already tried using a Final Gather map, but that seems to work for one perspective only. Photon maps are apparently for indoor scenes, or so I've read.

Do you have any tips maybe?
read 496 times
3/14/2009 4:39:17 AM (last edit: 3/14/2009 4:39:17 AM)
show user profile  MrBurns
Pretty please...?
read 476 times
3/15/2009 2:42:14 AM (last edit: 3/15/2009 2:42:14 AM)
show user profile  Kajico
If there will be no light moving around at all, or any objects that will move to change their shadow's position. You can bake all the texture maps out with their light and shadows, and then add an Ambient Occlusion map. Then tone down your lights and have them not cast any shadows and render your scene.

If there are several objects that will be moving then render those seperatley and add them in comp.


(\/) (°,,,°) (\/) Woop woop woop!




read 473 times
3/15/2009 2:58:38 AM (last edit: 3/15/2009 2:58:38 AM)
show user profile  MrBurns
Thanks Kajico.

The thing I'm asking myself (and you lot) is if that'll give me the same result as rendering everything in one pass would. I suppose I should just go ahead and do a little test render.

Does anyone have any good tips on how to decrease render times without having to render and composite (compose?) several passes?
read 447 times
3/16/2009 5:10:40 AM (last edit: 3/16/2009 5:10:40 AM)
show user profile  ScotlandDave
One other way off of the top of my head would be, no sweeping camera movements and just keep your environment/background as still images, with the animated object comped over it..

Baking ambient occlusion and/or gi would definately speed up render times, the problem i`ve come accross with it though are visible seams on the texture even with simple objects (but that`s c4d and i`ve got a feeling that explicitly unwrapping objects would solve that), and also that complex scenes take for damn ever to bake.. It would be nice to see how you got on with it though so i wouldn`t hesitate in doing tests.


Website | Blog | Contact | Vimeo

read 431 times
3/16/2009 6:03:14 AM (last edit: 3/16/2009 6:03:14 AM)
#Maxforums IRC
Open chat window


Support Maxforums.org