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scale geometry before rendering in Maxwell?

MArch n' unemployed

so logically it would make sense that if you scaled your geometry before rendering in Maxwell it would render faster. now i realize that scaling screws up the materials and if you go too far the camera can't focus on it. but im wondering if it might be worth the effort if i can spit renderings out faster. does anyone do this? or do you think its not worth the hassle? i've got a 500' foot tall building and time is not my friend.

 
Apr 24, 08 8:34 pm
Apurimac

Ah, see i got so tired trying to get renderings of small models to work I started building everything in real scale because of the focusing issue. I didn't know a smaller model would render faster.

Apr 24, 08 10:37 pm  · 
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MArch n' unemployed

well i don't really know that it would either, it just seems to make sense...certainly takes less time for the engine to calculate a shadow on a 50' facade rather than a 500' facade...but maybe logic doesn't come into play. that's kind of why im curious...because there is definitely work involved in scaling. its probably not worth the effort

Apr 24, 08 10:41 pm  · 
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rehiggins

in order for Maxwell to work properly the model needs to be at the correct scale. Lighting, materials, cameras are all based on real-world analogs, you can render a "scale" model, but will have to tweak the lighting, materials, camera settings appropriately. It also will be difficult to get it to look like the real-scale, scaled models tend to look like scaled models.

Apr 25, 08 8:32 am  · 
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rehiggins

besides throwing more/faster cores at the model you can get rendering speed by:

-keeping RGB values below 220 (numbers above 220 do not translate to real-world colors)

-model only what is absolutely necessary, i.e. if it's an exterior shot, don't model the interior walls (unless they're seen by the camera)

-use AGS for glass whenever possible and model the pane of glass (AGS works best when used on a "box" instead of a single plane)

-keep dispersion off

-watch for geometry intersections (especially with dialectrics)

-keep your emitters as simple as possible (use the smallest, least number of polys plane)

Apr 25, 08 8:53 am  · 
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