A few questions about rendering

bha

New Member
good day ide build i7 2.6 6gb ram pcm A0 size 600 dpi resolution medium setting, starting from 8:00 am on Monday morning, the rendering still continues. Photon, global lighting etc. The stages have passed, now it has completed 50% of the rendering phase, first of all, I congratulate you for writing such a stable program in terms of rendering :) now I'm going to my questions 1- I know that the ide structure does not do distributed rendering, in order to do this, I can collect all the cpu and ram resources on the network on 1 pc. Is there an alternative program 2- When we define the texture files with large file sizes, the program starts to get heavy, especially the material preview. To solve this, we need to improve my video card or ram. 3- I couldn't assign my file to iderender at all. When I say transfer to ide render, the program closes itself. I wonder if there are any tricks we need to do before saying transfer, or I should find a better pc and try it again. What are you, I wish distributed rendering in idestruct 8, good work, I am attaching the file whose rendering continues for your suggestions:
You do not have permission to view link Log in or register now.
 
Re: A FEW QUESTIONS ABOUT RENDER Good afternoon, sn bha; Let me answer your questions in order: 1) Such a thing is not possible. You cannot share the processing power of the computers on the network with any external program, for this we need to add the distributed rendering feature you mentioned to the program. 2) I can say that the slowness you mentioned has nothing to do with the video card only. A faster processor and a faster hard disk (SSD for example) can be beneficial here. What is the resolution of the textures in question? 3) The amount of RAM in your computer may be insufficient. 4) If you have problems in 3ds format, you can try exporting in obj format. As for the render speed, I have 2 recommendations for you: (We don't plan to add Distributed rendering feature) 1) Get your render in a lower resolution. It doesn't make much sense to get A0 size output with 600 dpi quality. 600 dpi quality, greeting cards or A5, maybe A4 size printouts are taken so that the details can be seen when you examine closely (15-20 cm). If you are going to take an A0 printout and hang it somewhere, 300 dpi, even 150-200 dpi will be more than enough for you. A0/600 dpi output size makes 19864 x 28080 resolution, which is an unnecessarily large resolution. 2) The scene you added is using about 16 GB of RAM during rendering. (Many trees on stage, procedural grass, and extremely high resolution increase the amount of RAM used). Since your computer has 6 GB of RAM, the scene will not fit into memory as a whole and will be swapped to disk, which will increase your rendering time 10-100 times. Increase your RAM, increase it to min 12 or preferably 16 GB, the same scene will be rendered in an estimated few hours, you won't need to do distributed rendering and wait for v8. You can buy 8 GB of RAM at a cost of 120-150 TL, increasing the RAM in your computer will provide relief in all your operations. If you don't increase the amount of RAM, even if the program has distributed rendering feature, rendering will still be slow because the scene to be rendered must fit in the memory of all computers in the network. Good luck with
 
Re: A FEW QUESTIONS ABOUT RENDER thank you for your quick reply and suggestions, by the way, the textures resolution I want to use is 8192px x 8192px (67.1mpx) arrowayin original textures I have another question, which tabs reflectivity specularity glossiness files correspond to in us, thank you
 
RE: A FEW QUESTIONS ABOUT RENDER You can also lower the texture resolutions, when the texture is overlaid on an object and rendered, a resolution higher than the number of pixels that each texture tile will roughly occupy on the screen will hardly make any difference in quality. You can use the free paint.net program for lowering the resolution and general image editing. (
You do not have permission to view link Log in or register now.
) reflectivity : reflection glossines : we do not use gloss specularity map feature.
 
Back
Top