rexus opened this issue on Nov 15, 2010 · 5 posts
rexus posted Mon, 15 November 2010 at 9:17 AM
A cool feature I found in Carrara is the following: group and made temporarily invisible an ecosystem (terrain, replicators and so on) for the time that is not framed by the camera and you gain 25-30% in rendering time, that's why Carrara is not interested in what doesn't need to calculate; it is a great stuff to use in animations. ciao
GKDantas posted Mon, 15 November 2010 at 12:26 PM
Cool "feature", but looks more like a bug. All 3D package dont care about what isnt in the camera view, so this can make things faster to render. Maybe could register this as a bug for Daz?
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rexus posted Mon, 15 November 2010 at 5:05 PM
Well, let me explain better, because Carrara takes time to calculate the lighting on the surfaces replicated and therefore renders even more slowly, then if has not to calculate an entire ecosystem will do all the task in a very quickly time; for example, I rendered a frame of my " river valley" with and without the eocsystem behind the camera, and the result: 7'22 against 10'20, and this happens in a clear manner with complex environments; I tried in Vue and the gain is not so clear, in some cases, the rendering time is longer because of the sky; I'm gonna test also with C4D; anyway with such saving time, to me you can define a cool "bug". ciao
Kixum posted Tue, 16 November 2010 at 4:51 AM
Just a total guess here but if you're using GI, then the objects which are not in the camera view are still computed for lighting.
So, if you "turn them off", you remove them from the GI calculation.
Now none of that matters if you're using a saved map for your lighting.
Another question is if you have ANY kind of reflective surfaces in the scene. If you do, then C won't fuss with all that reflection calculation.
And last but not least, C still has to do some sort of sorting of objects to determine what is and what is not in the camera view. If you have a gazillion objects that are managed via a replicator, C still has to compute if those things are in the view for every frame.
So, I'm not completely sure that it's a bug. Regardless, it's a good tip even if it is a bug.
Just some thoughts.
-Kix
rexus posted Tue, 16 November 2010 at 8:38 AM
That's absolutely right but I was talking about wide sceneries and make groups or parts of them invisible if not viewed by the camera; managing the visibility function in the sequencer tab you can virtually create animations of vast lands puzzle-like (i.e. Aerial views), without constrain C to work in vain and as consequence more slowly. So if you create many little ecosystems you can theoretically merge, mount and dismount together sequentially