Talcum Powder
Well-Known Member
- Feb 14, 2018
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Quick correction: normal maps and bump maps simulate geometry, not textures. Example, a flat plane can look like wood grain with ridges by applying a normal map. They provide “free” 3D-details in terms of resource consumption.You ask a very good question, and I will do my level best to answer what makes a render take as long as it does.
In the grossest of terms the time to render a scene is dependent upon the maps used in the scene. There are diffuse, specular, bump and normal maps. Normal maps are your best friend because they simulate textures that are not really there, and were not introduced until Gen 3. Each map is responsible for part of what you see (and don't see) on any surface on any object in the scene. Remaining in the realm of a simple explanation: The maps cover the polygons, and the more polygons covered by maps the longer the render time.
For example, I developed a Gen 1 scene on a beach with Gen 1 girls, then I put Gen 1 bikinis on them. The Gen 1 bikinis literally constituted 90% of the file size of the scene and rendering crashed every time after waiting hours. Removing the bikinis offered a scene I could render in less than 30 minutes. However, a nude beach scene was not my goal at the time.
As we progress in DAZ generations the tendency is to design with less polygons and use more maps that simulate a texture or effect (using more pixels). The kind of lighting also has an affect on render time. Low resource-heavy shaders can also mitigate some of the long render time.
Although the computer 'sees' the entire scene even if it is not in the view of the render and effects render time. However, I have rendered a multiple person scene in one angle in 17 minutes and the same scene from another angle took 1 hour and 45 minutes. There are other factors that also affect render time that others may add to this if they wish.
In short, a fast DAZ artist finds the resources that have less polygons and more normal (and bump) maps while homogenizing the lighting type to reduce conflict that increases render time. This is just a thumbnail sketch answer, and with L&P's rig using smart methods I would estimate between 30 and 45 minutes to render this scene.
I hope this helps, Jack.
[end of correction]
think of the render engine (probably IRAY or Octane in this case) as calculating every light source in the scene hitting every single polygon in the scene, bouncing off every single polygon by angle of refraction and hitting another polygon, bouncing off that, and so on, all the while keeping track of how strong the light is after each bounce -a portion of the light is absorbed by every polygon hit.
having said all that, L&P has four top of the line graphic processor chips (or is it six?), NVIDIA RTX 3090. So he’s got no shortage of power and speed. Depending on settings he can generate the preview image we just saw (lots of light sources, 12 G3 characters) in maybe an hour or less. Set up and posing characters would take longer.
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