![]() ![]() This will allow you to complete the rendering of a very complex scene, no matter what, but of course with some trade-off in speed of rendering. As well as ways to solve it by toolset available in V-Ray. It explains the main technical problem that any professional 3d visualization artist encounter with at leas once, ie the almost unlimited greed of any 3D renderer to consumption of RAM. This is the last tutorial we have planned for this series. Introduction Rendering Process Crash Problems Raycasting Basis of Rendering Disadvantages of Unorganized Data Convenience of Data Structured in BSP Tree Static Raycaster or Loading Entire Scene Geometry Dynamic Raycaster or Loading Geometry in Portions Raycaster Params: Binary Tree Settings Raycaster Params: Memory Limit & Geometry Type Buckets Options Frame Stamp Statistics Distributed Rendering Setups Rendering Log Miscellaneous Options GI Maps Out of Control Conclusion & Comments Introduction
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