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I am putting very important visualization resources and series: tutorials, tips, tricks, VRAY materials and settings, and mini-the-making (MTM) processes.

Yours,

Nomeradona

Friday, 7 December 2012

Nomeradona Tips Series #1 _ Edge Length

I am making my own series entitled "Nomeradona Tips Series". I want to share some of my tips here in Visualization which I hope will strengthen your knowledge and understanding, to be more efficient with rendering speed and quality. I'm not claiming that I know everything, but what I am sharing is based on reading, experience and personal experimentation. There might be more faster, effective and accurate way and I hope that you will look at my tips in a critical way at the same time comparing and contrasting them with yours. There might be prior knowledge that I acquired which are inefficient, you can perhaps discuss them openly. Thank you very much.. Nomeradona


1. I will be giving tips about displacement. Be sure the face that you will displace is converted to "group". There will be no displacement if you don't make it into group.

Now suppose you are displacing it.  .


2. Notice that size of your map. I am using here a 2000px displacement map. My tip is you resize your maps into lets say 520-600 pixel. For quick results, do you know you can also use your diffuse map as bump and displacement maps. Yes I know sometimes its not correct, but in many cases like this carpet, you can do it. You are actually saving VRAY SU memory usage because it will only remember one texture map.


3. Many visualizers use Light Cache as secondary engine and leaving the Edge length as 4. If you do this with fairly large size maps, notice how your light cache calculates. Often I have seen Light cache crawling and it take ages for the light cache engine to calculate the bounced lights..


4. Here is the render.. Notice the render time, and notice the speed of the Light cache calculation


5. Now we will adjust the displacement edge length to a fairly higher value.. say 20. Now notice the LC calculation and the rendering speed.


 
Thanks: Carpet model courtesy of Son Minh

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