Render Time

tititlemottititlemot Posts: 61
edited October 2014 in The Commons

Hello guys,

I'd like to ask, what affects the render time? Do number of props or actors affect? What about the SSS MAT? Does skin with SSS 25% MAT is faster to render than SSS 75% MAT?

My question might be silly, but as a noob I'd like to know

All answers & responds are appreciated

Thank you

Regards,

king_of_kerb

Post edited by tititlemot on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    Using an SSS shader will slow the render down, the intensity doesn't matter. Multiple layers of transparency-mapped geometry (such as hair) will also slow down 3delight if you have lights casting shadows. Ambient Occlusion will slow things down. HD morphs are another thing that will slow things down. The more there is in the scene the slower the render will be. Essentially adding data or calculations add to render times.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Richard

    Are texture size, bump, spec and displacement maps still considered an issue? In my older runtimes, I still have folders for back and mid ground textures that were lower res (size was always reduced by half). Deep background textures also had no bump, spec or displacement.

  • tititlemottititlemot Posts: 61
    edited October 2014

    Alright, Richard. It means I have to buy a new laptop. Thank you very much for the information. :)

    Post edited by tititlemot on
  • Richard HaseltineRichard Haseltine Posts: 102,737
    edited December 1969

    icprncss said:
    Richard

    Are texture size, bump, spec and displacement maps still considered an issue? In my older runtimes, I still have folders for back and mid ground textures that were lower res (size was always reduced by half). Deep background textures also had no bump, spec or displacement.

    Map size shouldn't be a major issue - 3Delight uses resized (mip-mapped) textures rather than the raw image files, that's what the Optimising Images stage is doing.

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