Yon Posted September 24, 2016 Share Posted September 24, 2016 (edited) hey, Does using the delayed load procedural shader method reduce render times for millions of particles? I am rendering 100mil points with 0.1 scale and its looking pretty good, but its like 2 hours a frame Edited September 25, 2016 by Yon Anadeyo Quote Link to comment Share on other sites More sharing options...
Yon Posted September 25, 2016 Author Share Posted September 25, 2016 (edited) This took 30 minutes to render.. 100mil points 0.1 pscale opacity=1 6x6 samples To get a good final quality I need to set opacity to .1 and 9x9 samples, and then it goes up to like +4 hours Is there something I'm missing in the point rendering workflow? Or are these times something you have to accept.. delayed load increases render times btw.. this jpeg softens the image, theres a lot more noticeable grain with the exr in nuke Edited September 25, 2016 by Yon Anadeyo pscale was .1 Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted September 25, 2016 Share Posted September 25, 2016 Transparency with that amount of particles seems a bad idea, check if the points are rendering as "circles" instead of "spheres" and also you can try 2 things: -Try shadow maps; -Try to use the uniform volume shader with the "render points as circles" enabled; I hope that helps. 1 Quote Link to comment Share on other sites More sharing options...
CeeGee Posted September 25, 2016 Share Posted September 25, 2016 Like Mzigaib suggest -spot light with shadow maps; -uniform volume shader - render points as circles 120mil particles - 1080p - 8-10min render time 3 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted September 25, 2016 Share Posted September 25, 2016 (edited) If you are not zooming in the ptc i also recommand Tomas tricks basically 1 point = 1 pixel or you can still keep a mix in Z to get some depth You can reduce a lot the nb of points you need for the exact same feeling , especially if you render with motion blur. Edited September 25, 2016 by sebkaine 1 Quote Link to comment Share on other sites More sharing options...
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