IMM:Optimizing the Render process for Fulldome

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Revision as of 14:32, 18 February 2015 by Awuenscher (talk | contribs)

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)!

  1. 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:

    1. Put off Antialiasing setting or set it to a small amount (1 per pixel)
    2. Reduce Imagefiltering (Filtermethod: Box - Samples 1 per pixel
    3. 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

    1. for 3D Max 2014 and Above and using Unified/Raytraced watch the first tutorial (but I recommend classic settings)
    1. Tutorials
      1. https://www.youtube.com/watch?v=oW7I8N0_NbQ
  1. Effective Lighting
    1. Stick with standard lights (omni, spot, directed)
    2. Avoid Area Lights and Photometric Lights
    3. Use Ambient Occlusion Maps
    4. Use advanced lighting like IBL / HDRI (Image based Lighting), Global Illumination, Area Lights, Skylights and Sunlight only for baking texture maps
    1. Tutorials
      1. https://www.youtube.com/watch?v=uKaKlOb_ySQ
  1. Reduce Geometry
    1. model clean and efficient, avoid unnecessary geometry
    2. use bump / normal mapping for creating details instead of modelling every detail
    3. use for complex geometry Normal map baking
    4. if you use sculpt modeling techniques you also should use geometry baking
    1. Tutorials
      1. https://www.youtube.com/watch?v=ybiHIUWPZnc
      2. https://www.youtube.com/watch?v=ZFSXtjFI9ig
      3. https://www.youtube.com/watch?v=Z_YIHLcpwMU
      4. https://www.youtube.com/watch?v=Lw-Efh38BZg
      5. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-76F1E8AE-9E8F-40A7-A948-471D17E09DA9.htm,topicNumber=d30e439301
  1. Collapse your modifiers (3D Max)
    1. before Rendering, collapse your unnecessary modifiers (saves a lot of memory)
    2. Exceptions are animated modifiers (skin, morpher, etc.)
  1. Be careful with displacement-maps
    1. don't use displacement maps for creating geometry at rendering
    2. displacement maps should be used with modifiers which change your geometry before rendering
    3. use displacement maps only, if they are really necessary (e.g. for creating landscapes)
  1. Effective Use of Materials
    1. use complex materials only if really necessary, start low
    2. Prove are Arch & Design Mat's or SSS-Maps really necessary
    3. try to achieve your look with standard maps for the above mat's
    4. if you need advanced materials, try to bake materials to texture
    1. Tutorials
      1. see for normal map baking tutorials