Soo I know blender can handel pretty huge renders at like mesh count 800,000 faces before it gives up and gripes or stalls the system in raytraceing mode.
Anything higher I have not been able to render … And When you turn on Sub-d at like 6 it does not work anymore… With a system of 3 gigs ram…
So what are we missing to be able to render out huge images ???
Just tried Sunflow and it could not give a picture after a certain megabyte chunk of space…
My only nothing is the GPU, But I know that has bottle necks from what I hear… So Anything else ??
Normal maps ?
Micro Poly Displacements ?
Bump maps are out of the question, At an angle they are worthless…
Turn off raytraceing ?? <-- Not possible…
What of Radiocity ? have not used it in forever, it;'s always to much emit or not enough and it’s even slower…
? What do you need to render that is bigger than 800,000 faces and sub-d level 6?
And what exactly are you asking? (It sounds like- I can’t afford a supercomputer, but even then I wouldn’t be happy because it would still have to think and that would still take time)
It’s a huge file thats all… It’s pretty common to have huge files now with more and more detail… What, you want me to render a sphere on a plane, glass image ??
800,000 faces was easy to get to fast, I had to cut out lots to fake stuf but like I said bump maps are crap at angles
Do you realise that putting a sub-d level of 6 means that every quad you have in the mesh becomes 4096 faces?
Sub level Multiple of faces
0 1
1 4
2 16
3 64
4 256
5 1024
6 4096
If you have an 800,000 face mesh with sub-d level 6 on it, it will have to render 3,276,800,000 faces, which gives you less than 1 byte of ram per face. ANY renderer will bitch about that.
My only nothing is the GPU, But I know that has bottle necks from what I hear… So Anything else ??
The GPU plays no part in the rendering. Unless you are using a GPU renderer, but I assume you are not.
What of Radiocity ? have not used it in forever, it;'s always to much emit or not enough and it’s even slower…
You can change the gamma after you work it out, it isnt saved into vert colours until you bake it.
Well no i meant that when I put a sub d 6 on even a cube it starts to go crazy… Not the 800,000 face mesh and then sub d 6 .But it is not without an option that I would like to do that… But displacments in blender are nooo good for real heavy usefull work…
Well no i meant that when I put a sub d 6 on even a cube it starts to go crazy
Well, it is calculating 16,000 faces, not just displaying them, but calculating where they are and their angles, etc.
EDIT - Yfkar, same here, smooth as silk for me. Not an optimised build, and I’m listening to music and browsing on firefox too.
But it is not without an option that I would like to do that
Sorry if English isnt your first language, but I didn’t understand that.
But displacments in blender are nooo good for real heavy usefull work…
What do you have that you cant use a normal/bump map for, and that displacement mapping doesn’t look good enough with that many faces? If you need, you can use something like ZBrush. Other than that, it sounds like you need a large displacement, which should generally be modelled.
ybc, I totally sympathize. The trouble with radiosity in blender is exactly the problem you describe. To get decent results the meshes have to be highly sub-divided. Or if you’re using the old radiosity you only get 16 materials or something (haven’t tried that approach for a while so I may be incorrect). For a large terrain, hundreds of millions of polygons isn’t unexpected and even with large amounts of ram blender crashes when rendering those kinds of scenes.
I’ve recently started using Vue which regularly renders tens of billions of polygons without too much complaint. Trees, grass, terrains, all with global illumination in very reasonable time frames. Probably they are using LOD or some such on everything in site so that the actual calculations at render time are much less rigorous for objects in the distance. They’ve also optimized wherever they can. But still, have to be impressed with those kinds of numbers.
I’m curious, do renderman engines handle large numbers of polys well? I’ve heard that to render grass and such it’s actually better to use a shader than a polygon approach.
err i don’t know why you are experiencing a limit on polys(short of memory issues which you shouldnt have with only 800k polys), but i regularly render scenes with upwards of 2 million faces, and i have never had an issue with Blender crashing in it…and I can do it on my laptop as well which only has 256meg of ram.
and it sounds as if you don’t know how to set up radiosity to give correct nice looking results, which is not necessarily you’re fault, the interface is quite technical and difficult to understand.
In my testing I was able to render 8 millions polygons (pentium 4 with 2 giga of ram).
With textures the limit is with less polygons,but I think(it depends on the scene)that 5/6 milllions polygons with a good hardware can be used without many problems.
Problems come when you exceed the 2 giga (on windows 32bit)limit,for other platform(linux) probably you can do even better.
Could you be more specific about the problems you’re experiencing? I have rendered scenes with like 3 million polygons on a 1 gig, 3.4 GHz AMD 64 machine. I had a lot of trouble rendering it, that is true, but with the built in parts rendering everything was solved (this option splits the image up into max 64 smaller images which need less RAM to render than the whole thing at once - you might want try that?).
Then an AO rendering at a reasonable size was possible.
And otherwise, the scene lagged a little in the 3D window but here you can use the layer system to hide unecessary objects and then put them into the scene again for rendering.
So, these may be workarounds but they do work well and make it possible to work with very large scenes, too.
BTW; why would you ever need level 6 subsurfing? I’m not a big fan of displacement maps so I have never really tried them with Blender but wouldn’t it be MUCH easier to model the stuff and render without problems?
Are you trying to render 8 millions polygons of worthless nothing in a single render pass? That is not very professional if you ask me.
For complex scenes, nobody out there is using single pass rendering, but a combination of different techniques and skills, like render passes, render layers, normal mapping, compositing tricks, matte painting, programming…
then, if brute force is needed, then people looks for a good render farm.
My was only testing,but a scene with 1/4 millions polygons is not so big(at least if you try to use some Zbrush displacement,you can reach easily one or 2 millions polygons for object).
But you can always try to use only the bump for high frequency details ad displace a 3 levels subsurfed mesh,the 6 levels is too much for mesh with a decent amount of polygons)
Are you awake ? Like render passes is not in yet… If you read my past posts ya would see how much I really am impatient on waiting for them in Oranges tool set…
first of all, a cube with subsurf level 6 is 100% lagless in the 3d view for me…and my computer is quite a normal one (2.4ghz, nvidia 6600 and 1gb of ram 333mhz)
Secondly, in the past I rendered scene of 8 millions polygon in a single shot at 1024x768…above that resolution my comp couldn’t support it (not blender afaik cause I succeed at rendering it at higher res on another comp).
So seriously I don’t see where is the prob…because if you can’t render all at once, you can, by yourself with some tweaking, split your layers and all in an intelligent way and render in passes then composite all of them in photoshop…
Are you awake ? Like render passes is not in yet… If you read my past posts ya would see how much I really am impatient on waiting for them in Oranges tool set…