increasing render time?

I have an animation, it’s rendering atm and saving as avi codec.
the first frames were fine, 50 secs or so, I’m used to that. makes about 60 frames an hour, which is 4 seconds. it’s one of the more complicated scenes of the movie, so I’d be fine with a rendering time like that.
But the time it needs to append the image to the avi increases pretty much every frame.
now it’s at around 6 minutes per frame, which would not even make half a minute of footage after an hour of rendering.
this is not supposed to turn out as shrek 4, I just want a simple movie for class…
is there a way to get rid of this increased-appending-and-rendering-time-per-frame effect?

Micha

It really depends on the objects inside the camera, so since youre making an animation it sounds like you are either brigning lots of objects into the shot or zooming out of a detailed scene. If you really are not able to wait the extra time to render it since it is a class project, try optimising the scene with things like the poly reducing modifier (forgot the name), removing small objects that arent noticeable and the most important one: baking static objects.
Good luck

Your best option would be to render a sequence of still images first (I prefer PNG) and once that’s done, use Blender’s VSE or any non-linear video editor (Final Cut, Premiere, etc.) to create your avi. Not only does this give the renderer less to think about when rendering, but you also get the ability to resume renders in the event of a cancellation or a crash.

ditto fweeb. the VSE is lightning fast in compressing. Be sure to set the memcache high though in the User prefs, system and opengl

ditto ditto. With image sequences you also get

-More options in the compositor for post-processing
-the freedom to encode your movie file in any available format, lightning-fast as PapaSmurf indicates
-Nice single frames to work up as the poster for your epic movie!

epic movie :D… i like that ^^

it’s my first animation in blender though, so I wouldn’t expect too much :stuck_out_tongue:

okay, you’ve helped me a lot.

dave, I thought about your point, but I really don’t move more objects into the scene. without any large change in polygons, the rendering time went from 53 secs to over 12 minutes per frame within about 50 frames.
I tried the VSE. This method works MUCH faster for me… at least it did with the test. thank you!

yes, working even with more complex scenes.

it now sticks with the 40 seconds for all of the 75 frames… that’s SO much faster…
Thank you so much!
Micha

For complex animation scenes, I find it is best to breakup the render into what is changing and what is not changing. For the non-changing items I render only one frame, and I then use the compositor to stretch out and tie that frame to the full render of the changing items. It can cut down on render time a lot.

That’s why we don’t use AVIs or MOVs for finals. If you are rendering, use a lossless image sequence. What if you waste all that rendering time and get the compression wrong in the AVI or Quicktime? By rendering to a lossless image sequence, then generating a “deliverable” from that you will, not only render faster, but be able to react to client changes in a quicker fashion.

tak, I thought about doing that as well.
the way I do it now is fine though, it works, and I don’t have the time to learn how to do your method. I guess I’ll look further into blender after this project is done.
Atom… yeah, pretty much what I’m doing now. I used to render .avis, and it was very annoying when I noticed later on that there was something wrong with it. image sequences seem to be the way.