Yon Posted December 8, 2016 Share Posted December 8, 2016 Hey, I'm rendering my first water shot. Full Whitewater/Base and ocean extension. The render is taking 1 1/2 hour 32GB i7, 3x3.I know the ocean surface is heavy. But is this normal? The project is standard FLIP workflow.. 2k map on the ocean surface and base mesh 3 environment lights using light mask for ocean surface/base, whitewater and the ship (this may be problem?) Will using shadow maps decrease a lot? Is it a good quality/speed trade? Please share anything related to FLIP rendering, especially optimization. Thanks Quote Link to comment Share on other sites More sharing options...
Atom Posted December 8, 2016 Share Posted December 8, 2016 (edited) Do you mean an hour and a half per-frame for render time? Edited December 8, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Yon Posted December 8, 2016 Author Share Posted December 8, 2016 Ya Quote Link to comment Share on other sites More sharing options...
dimovfx Posted December 8, 2016 Share Posted December 8, 2016 It's not unexpected, depending on the scene setup and the machine. But I have to mention that houdini 15.5.632 has time consuming problems with displacement and also probably rendering in background displacement. I would recommend to use .pic or .rat image format for displacement maps. Quote Link to comment Share on other sites More sharing options...
Yon Posted December 8, 2016 Author Share Posted December 8, 2016 I have a good idea, when rendering a full OceanFX shot.. render the ocean and whitewater separate, which is obvious now but i was doing it all in one. Then you can use PBR with a lower pixel sample for the heavy ocean surface and likely other parameters tailored for the surface.. then you can use a high pixel sample micropolygon for the whitewater Quote Link to comment Share on other sites More sharing options...
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