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echinopsis posted:woah I'm rendering a 4k animation and when I output I always output the composited png ready to animation, but also export the raw render as an exr, so that I could fix the post processing if I needed to these are 2 recent projects... the one on the left is 35 seconds total, the one on the right, the final animation was 65 seconds long lol 90% of this is just fully stacked exrs and they're all 1080p, not even 4k, I only upscale to 4k once after the edit is exported. animation is a bitch. i hope it was ok to post this.... i didnt use blender :/
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# ¿ Feb 21, 2024 22:21 |
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# ¿ May 10, 2024 22:01 |
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That quote says it's multi threaded, you just can't distribute it over multiple cpu's/machines, which is true for PHX & Houdini too. Turn off hyper threading, fluid simulations hate fake cores.
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# ¿ Feb 23, 2024 06:53 |
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fart simpson posted:idk about cycles i guess, but most render engines are the exact opposite of this. ppl bake their geometry down to single images with transparency so they can render it faster, its how stuff like speed tree works and how unreal engine can get real time foliage. That's not true, it's only the case for game engines and real time rasterisation. Every single ray tracing based renderer (vray, corona, cycles etc) is significantly faster at raw geometry over opacity maps. Most have internal tweaks to automatically clip opacity maps to only white/black to speed it up a ton. There's a lot of research papers about solving this, when I first started in the industry they needed to be avoided at all costs.
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# ¿ Mar 5, 2024 02:43 |