IMM:Optimizing the Render process for Fulldome: Difference between revisions

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(Besides this, always RTFM (Read the fucking manual)!
(Besides this, always RTFM (Read the fucking manual)!


# Deactivate Antialiasing or reduce it to a minimum
* Deactivate Antialiasing or reduce it to a minimum


The Projection will blur your image anyway. So don't waste your time doing this upfront. But be aware, depend on your scene antialiasing (on a low amount) can be necessary to get small details in a proper quality.
The Projection will blur your image anyway. So don't waste your time doing this upfront. But be aware, depend on your scene antialiasing (on a low amount) can be necessary to get small details in a proper quality.
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Depend on your Renderer:
Depend on your Renderer:


## Put off Antialiasing setting or set it to a small amount (1 per pixel)
** Put off Antialiasing setting or set it to a small amount (1 per pixel)
## Reduce Imagefiltering (Filtermethod: Box - Samples 1 per pixel
** Reduce Imagefiltering (Filtermethod: Box - Samples 1 per pixel
## If you have mental ray (until 3D Max 2013) set your Sampling Quality to:
** If you have mental ray (until 3D Max 2013) set your Sampling Quality to:


Minimum: 1/4, Maximum: 1. Filter type: Box, w/h: 1,0
Minimum: 1/4, Maximum: 1. Filter type: Box, w/h: 1,0
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If you have 3D Max 2014 and above change the renderer sampling method to classic/ raytraced
If you have 3D Max 2014 and above change the renderer sampling method to classic/ raytraced


##for 3D Max 2014 and Above and using Unified/Raytraced watch the first tutorial (but I recommend classic settings)
**for 3D Max 2014 and Above and using Unified/Raytraced watch the first tutorial (but I recommend classic settings)


## Tutorials
** Tutorials
### https://www.youtube.com/watch?v=oW7I8N0_NbQ
*** https://www.youtube.com/watch?v=oW7I8N0_NbQ


# Effective Lighting
* Effective Lighting


## Stick with standard lights (omni, spot, directed)
** Stick with standard lights (omni, spot, directed)
## Avoid Area Lights and Photometric Lights
** Avoid Area Lights and Photometric Lights
## Use Ambient Occlusion Maps
** Use Ambient Occlusion Maps
## Use advanced lighting like IBL / HDRI (Image based Lighting), Global Illumination, Area Lights, Skylights and Sunlight only for baking texture maps
** Use advanced lighting like IBL / HDRI (Image based Lighting), Global Illumination, Area Lights, Skylights and Sunlight only for baking texture maps


## Tutorials
** Tutorials
### https://www.youtube.com/watch?v=uKaKlOb_ySQ
*** https://www.youtube.com/watch?v=uKaKlOb_ySQ


# Reduce Geometry
* Reduce Geometry


## model clean and efficient, avoid unnecessary geometry
** model clean and efficient, avoid unnecessary geometry
## use bump / normal mapping for creating details instead of modelling every detail
** use bump / normal mapping for creating details instead of modelling every detail
## use for complex geometry Normal map baking
** use for complex geometry Normal map baking
## if you use sculpt modeling techniques you also should use geometry baking
** if you use sculpt modeling techniques you also should use geometry baking


## Tutorials
** Tutorials
### https://www.youtube.com/watch?v=ybiHIUWPZnc
*** https://www.youtube.com/watch?v=ybiHIUWPZnc
### https://www.youtube.com/watch?v=ZFSXtjFI9ig
*** https://www.youtube.com/watch?v=ZFSXtjFI9ig
### https://www.youtube.com/watch?v=Z_YIHLcpwMU
*** https://www.youtube.com/watch?v=Z_YIHLcpwMU
### https://www.youtube.com/watch?v=Lw-Efh38BZg
*** https://www.youtube.com/watch?v=Lw-Efh38BZg
### http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-76F1E8AE-9E8F-40A7-A948-471D17E09DA9.htm,topicNumber=d30e439301
*** http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-76F1E8AE-9E8F-40A7-A948-471D17E09DA9.htm,topicNumber=d30e439301


# Collapse your modifiers (3D Max)
* Collapse your modifiers (3D Max)
## before Rendering, collapse your unnecessary modifiers (saves a lot of memory)
** before Rendering, collapse your unnecessary modifiers (saves a lot of memory)
## Exceptions are animated modifiers (skin, morpher, etc.)
** Exceptions are animated modifiers (skin, morpher, etc.)


# Be careful with displacement-maps
* Be careful with displacement-maps
## don't use displacement maps for creating geometry at rendering
** don't use displacement maps for creating geometry at rendering
## displacement maps should be used with modifiers which change your geometry before rendering
** displacement maps should be used with modifiers which change your geometry before rendering
## use displacement maps only, if they are really necessary (e.g. for creating landscapes)
** use displacement maps only, if they are really necessary (e.g. for creating landscapes)


# Effective Use of Materials
* Effective Use of Materials
## use complex materials only if really necessary, start low
** use complex materials only if really necessary, start low
## Prove are Arch & Design Mat's or SSS-Maps really necessary
** Prove are Arch & Design Mat's or SSS-Maps really necessary
## try to achieve your look with standard maps for the above mat's
** try to achieve your look with standard maps for the above mat's
## if you need advanced materials, try to bake materials to texture
** if you need advanced materials, try to bake materials to texture


## Tutorials
** Tutorials
### see for normal map baking tutorials
*** see for normal map baking tutorials

Latest revision as of 14:34, 18 February 2015

Rendering can be very time-consuming. Even more on a resolution of 2k upwards and much even more without a descent renderfarm and just having a medium home computer.

Sometimes some small configurations can save your life without losing too much quality. You have to think like doing graphics for Computer Games. A lot of production techniques for Games can be used for Fulldome, too. This means more work on constructing things, but you save a lot of rendertime which is worth the afford!

Here is a (incomplete) list with tips and tutorials (Besides this, always RTFM (Read the fucking manual)!

  • Deactivate Antialiasing or reduce it to a minimum

The Projection will blur your image anyway. So don't waste your time doing this upfront. But be aware, depend on your scene antialiasing (on a low amount) can be necessary to get small details in a proper quality.

Depend on your Renderer:

    • Put off Antialiasing setting or set it to a small amount (1 per pixel)
    • Reduce Imagefiltering (Filtermethod: Box - Samples 1 per pixel
    • If you have mental ray (until 3D Max 2013) set your Sampling Quality to:

Minimum: 1/4, Maximum: 1. Filter type: Box, w/h: 1,0

If you have 3D Max 2014 and above change the renderer sampling method to classic/ raytraced

    • for 3D Max 2014 and Above and using Unified/Raytraced watch the first tutorial (but I recommend classic settings)
  • Effective Lighting
    • Stick with standard lights (omni, spot, directed)
    • Avoid Area Lights and Photometric Lights
    • Use Ambient Occlusion Maps
    • Use advanced lighting like IBL / HDRI (Image based Lighting), Global Illumination, Area Lights, Skylights and Sunlight only for baking texture maps
  • Reduce Geometry
    • model clean and efficient, avoid unnecessary geometry
    • use bump / normal mapping for creating details instead of modelling every detail
    • use for complex geometry Normal map baking
    • if you use sculpt modeling techniques you also should use geometry baking
  • Collapse your modifiers (3D Max)
    • before Rendering, collapse your unnecessary modifiers (saves a lot of memory)
    • Exceptions are animated modifiers (skin, morpher, etc.)
  • Be careful with displacement-maps
    • don't use displacement maps for creating geometry at rendering
    • displacement maps should be used with modifiers which change your geometry before rendering
    • use displacement maps only, if they are really necessary (e.g. for creating landscapes)
  • Effective Use of Materials
    • use complex materials only if really necessary, start low
    • Prove are Arch & Design Mat's or SSS-Maps really necessary
    • try to achieve your look with standard maps for the above mat's
    • if you need advanced materials, try to bake materials to texture
    • Tutorials
      • see for normal map baking tutorials