Artwork > Finished Works and Works in Progress
My projects in progress
RudySchneider:
mrbeaver.07 ---
One thing that can make renders take a long time is lots of ploygons, because the renderer has to account for each and every one. Some of your characters look like you've applied a lot of subdivisions. Unfortunately, while subdividing can really help to smooth objects, it also adds a LOT of polygons. While a little subdividing may be warranted, subdividing more than once REALLY bumps up render times!
The best way to reduce the amount of subdividing is to model shapes properly in the first place. This is not always so easy, but you'll reap rewards in lower render times.
ENSONIQ5:
Aside from polygons being the culprit for your slow render times, as RudySchneider has suggested, I can't see anything in your render that's the obvious cause. Slow render times are usually the result of things like numerous complex ART materials, lots of lights, soft shadows, AO etc. and none of these are evident in your render. One other potential cause is massive texture maps but even then I wouldn't expect anything like 35 minutes to render the frame713 image.
I would recommend a process of elimination, replacing complex textured materials with simple materials, removing extra shadow-casting lights etc., until the cause of the slow render is found. Without seeing the project as a whole or knowing your system's capabilities it's hard to say how quickly that frame 'should' have rendered but from what I can see (accepting that there's likely to be a lot I can't see from the render) that frame would have rendered in less than a minute on my system.
mrbeaver.07:
--- Quote from: RudySchneider on August 22, 2021, 01:18:42 pm ---mrbeaver.07 ---
One thing that can make renders take a long time is lots of ploygons, because the renderer has to account for each and every one. Some of your characters look like you've applied a lot of subdivisions. Unfortunately, while subdividing can really help to smooth objects, it also adds a LOT of polygons. While a little subdividing may be warranted, subdividing more than once REALLY bumps up render times!
The best way to reduce the amount of subdividing is to model shapes properly in the first place. This is not always so easy, but you'll reap rewards in lower render times.
--- End quote ---
The thing is, only MrBeaver's legs and arms have a lot of polygons to have better rigging. I already made less polygons. MrBeaver model "weighed" 8 million bytes! Now, there are only 2.20 million bytes. So, I made my best. For now, I have strategy to kinda speed up render. Just render png images in different Anim8or tabs. Well, my computer is okay (I think...), so no problems with it ;D
mrbeaver.07:
--- Quote from: ENSONIQ5 on August 22, 2021, 08:21:46 pm ---Aside from polygons being the culprit for your slow render times, as RudySchneider has suggested, I can't see anything in your render that's the obvious cause. Slow render times are usually the result of things like numerous complex ART materials, lots of lights, soft shadows, AO etc. and none of these are evident in your render. One other potential cause is massive texture maps but even then I wouldn't expect anything like 35 minutes to render the frame713 image.
I would recommend a process of elimination, replacing complex textured materials with simple materials, removing extra shadow-casting lights etc., until the cause of the slow render is found. Without seeing the project as a whole or knowing your system's capabilities it's hard to say how quickly that frame 'should' have rendered but from what I can see (accepting that there's likely to be a lot I can't see from the render) that frame would have rendered in less than a minute on my system.
--- End quote ---
Hmmm, I will try it in future. ;)
RudySchneider:
Meh...
The size of the file has some relation to its complexity, but a better measure is to select (in Object Mode) each object that makes up your scene and then click on Options/Info, which will tell you how many Faces (polygons) it has. For instance, a simple cube has 6 Faces, as shown in the attachment.
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