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000173_owner-lightwave-l _Tue Mar 7 22:15:54 1995.msg
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From: pockets@d2.com (Sean Cunningham)
Message-Id: <9503080249.AA27732@arcadia.d2.com>
Subject: Scene efficiency...
To: lightwave-l@netcom.com
Date: Tue, 7 Mar 1995 18:49:58 -0800 (PST)
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Another way to chop render time significantly is to not render your
entire scene for every frame. Compositing is much faster than rendering.
If your camera is locked off, render the BG once and then composite it
with your foreground objects. You can do some amazing things in a compositer
that would be quite costly to do in the render. And if your render is just
a tad off you can fix many minor issues in the composite, like gamma,
contrast and other color correction issues.
Even if you have a moving camera, you'll save yourself a ton of time by
rendering out your BG and FG layers separately. When the lighting for
one layer is done, that's it, you never have to render it again.
Rendering in layers affords scenes of greater complexity than your current
level of RAM can hold. Think about that one.
But most importantly, anything that cuts back on per-frame compute time will
allow for more iterations on a scene. I know it sounds rather snotty but
a majority of the images published in LW and PC graphics mags look like
the artist tried one or two cracks at their lighting and that was that.
Watch your favorite CG laden film, commercial, video, etc. and you can bet
that each and every rendered element has been tested and tested and tested,
tweaked and tweaked and tweaked. Ten, twenty, thirty iterations. Not
aways full frame ranges, sometimes tweaking parameters on single frames
is all it takes. The devil's in the details, and sometimes it just takes
a few tests to make something that looks "ok" into something that looks
"outstanding."
--
Digital Domain: sean.cunningham@d2.com | "...the whole idea of politics
N e t c o m: pockets@netcom.com | is to achieve power without
R e a l World: Sean C. Cunningham | possessing merit." -P.J. O'Rourke