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BryceTalk Bi-i-i-ig Bryce Scenes
July 8, 1999
Part 1 of 3
1 2 3

 

BryceTalk Bi-i-i-i-ig Bryce Scenes, July 8, 1999

AuntiAlias: Okay....

tonigh

Journeyman: <has no questions but some answers>

AuntiAlias: tonight's discussion is about Biiig Bryce scenes

how to manage them.. tricks you have learned, etc....

Hilofoz: Big in distance, or big in MBytes

AuntiAlias: how about if we start with an informal survey:

Journeyman: Mbs

AuntiAlias: What is the biggest file size you've ever worked with in Bryce?

(MB)

Journeyman: 44mb

Buddy: ?

Rivak: 80mb

Hilofoz: 45MB - rendering to disk right now

Clay: an 88meg Animation

AuntiAlias: <-two scenes, 1@ 29MB, other at 65 MB

renderin': 65 mb

Clark/CDS: <-file size=70/80 megs

AuntiAlias: to go together in the end

Rivak: mine was an animation too

Hilofoz: Mine is not an animation

gdmsynth: 137M

AuntiAlias: yow!

renato!: holy cow

Clay: WOW!

Journeyman: How many objects though?

Clay: 1 million!!

Journeyman: lol

renderin': you mean polygon count?

Hilofoz: How many DXFs

AuntiAlias: well, we can ask the same question again... what was the biggest scene in terms of number of objects?

Journeyman: nope, just objects

gdmsynth: I had 21 million polygons.

renderin': 8.3mil

AuntiAlias: wait

Buddy: ?

AuntiAlias: not polys, but objects

gdmsynth: 330

renderin': oh i dunno

Journeyman: not polygons

1800

objects

Clark/CDS: about 50 to 60

AuntiAlias: I've had scenes that have been in the 1000 range, I think...

Clay: I had 221 booleans once

renderin': lots tho.

AuntiAlias: hmmm....

Hilofoz: How many terrains?

Clay: me?

gdmsynth: 40-50 terrains

Journeyman: that building of mine is 1200 by itself

Clay: oh

Odgit: 190meg DXF

AuntiAlias: maybe, since we're all talking about big file sizes, we can name this chat, "¿Que es mas macho?" ; D

Clay: LOL!

Journeyman: hehe

AuntiAlias: but....

put in that context...

there IS an art to Bryce machismo, no?

Clay: si

Journeyman: there seems to be

AuntiAlias: the how-do-you-manage it all techniques....

gdmsynth: Hah! but my computer brings me to my knees

Clark/CDS: patience !

AuntiAlias: Now.... another question... since we have some obvious heavy hitters....

Journeyman: Well the most used thing I do is color code my objects

with families

AuntiAlias: I take it that there are people who *want* to do big scenes and are here to learn? yes?

gdmsynth: Yep!

desdanova: si

AuntiAlias: Greets, Topaz! welcome!

Topaz: Hiya :)

Hilofoz: Yes, with my Escher file, that proved invaluable (Families)

Clay: KELL!

renderin': yes

AuntiAlias: We're just talking about the largest scene we've done with file size/numbers of objects

Journeyman: Also Ctrl/Command+Click

AuntiAlias: seeing as how you've just done that wonderful island/city....

Journeyman: ok

Clay: kelly I'm sure you have some

Topaz: 80 megs

Steve Lareau: Wheeee!!!!!!!!

Clay: Whiiirrrr!!!!

AuntiAlias: You prolly have something to say abouy how large your file sizes are!

Clay: heheh

AuntiAlias: Okay....

AuntiAlias: How about we do it this way!

Topaz: i guess i missed everyone else's largest...

AuntiAlias: You all who have done large scene files *must* have tips....

AuntiAlias: 40-100+ MB

is the range

So....

Steve Lareau: Me? never over 10 megs... hard to believe, I know... I use a lot of smoke and mirrors!

Clay: ˆ

Rivak: i have an observation...

AuntiAlias: if you have working tips for large files, then please type

!

We'll set up a queue and take your tips bit by bit...

Clay: !

gdmsynth: !

Journeyman: !

Rivak: !

Hilofoz: !

AuntiAlias: Thos of you who have tips, go ahead and type them out ahead of time, that way all you have to do is press return when I call on you...

Clay, go ahead!

Clay: Name and color code evrything! Done:-)

Steve Lareau: $%^# (My server is down)

AuntiAlias: Queue: gdmsynth, journeyman, rivak, hilofoz

gdmsynth, you're next!

gdmsynth: I use a coridinate map to get around. Instead of just dragging the camera I type in the coridinates to get to where I want to go. Done.

Clay: otherwise it's easy to get lost in your own scene!

Topaz: !

AuntiAlias: journeyman! go for it!

Journeyman: Same thing more or less, names are importamt amd always remember to Ctrl+Click on where you thin your objects are so you can get it without tabbing. Colors are also very important because if you have a boolean and you have to ungroup for some reason then

you can get all the objects back for the boolean group

AuntiAlias: !

Steve Lareau: !


 

 

AuntiAlias: (when you are done, type done, so we know to go on!)

Journeyman: Done

Rivak: saving takes forever, take a nap while your really really big scene saves... done

Journeyman: !

AuntiAlias: hilofoz

Hilofoz: Name the files in a logical manner. Groups, and objects. Like journeyman has explained. Work in solo mode with groups.

AuntiAlias: then topaz, then me, then steve lareau

Topaz: sometimes I build parts of my scene in different files then put them all together at the end... and I was going to mention solo editing mode too :)

Hilofoz: !

Lock and hide objects as necessary.

renderin': !

Hilofoz: Sorry

AuntiAlias: I work in separate files too

Clay: !

(me too)

AuntiAlias: usually selecting portions and then deleting everything else, then saving under a new name

renato!: !

AuntiAlias: build that section, hone it...

and then in the end, merge it back into main scene. done

Baument: I second that sus

gdmsynth: Do you merge as objects?

AuntiAlias: Steve Lareau, you' renext!

Steve Lareau: Since I work on a horrible system, I've been known to render out a huge model, then bring it in as a pict and add other goodies to it that way. You guys never noticed... WHEEEE! Smoke and mirrors... works every time! Wheee! Done!

Clay: heheh

Topaz: now who's the cheater?

;P

Steve Lareau: Or ship it off to someone with a monster system to render?

Clay: LOL!!!

Steve Lareau: LOL! Kel!

AuntiAlias: Queue: Journeyman, HIlofoz, renderin', Clay, renato!

Journeyman: Remember RAM helps with everthin bryce, and A LOT for saving, if you are having problems and you don't have much RAM, get it, it is a life saver. as many people have already mentioned, it is good to build in seperate files. also remember spatial op

Steve Lareau: Keey paints her water! Kelly paints her water! =D

Journeyman: it can save your life on a large file for rendering time

gdmsynth: I am using virtual RAM successfully.

Journeyman: Done

AuntiAlias: HiIl of Oz

Hilofoz: Copy and paste repetious complex groups

repetitious

AuntiAlias: !

Ringo: Hello.

AuntiAlias: Greets! we're all sharing tips for techniques for working with large files...

If you have a tip, type !

Done, Hil?

Journeyman: !

Hilofoz: Done

renderin': turn off anti aliasing on grasslike textured objects... or things in the distance...done

AuntiAlias: Clay!

Clay: Always remeber guys , ya don't have to have the scene at a "high rez wireframe mode" while setting it up, utilize the bounding box or low rez wirframe for moving and placing objects. Done.

AuntiAlias: renato!

renato!: models can increase file size rapidly. If it's not necessary to have the models in the scene just yet, I use a proxy of some sort to stand in for the model. "Proxy" meaning, a boolean/grouped boolean of some sort that takes up far less space than an OBJ

done

Steve Lareau: !

gdmsynth: ?

AuntiAlias: solo mode, solo mode, solo mode!!!

Clay: yep yep

AuntiAlias: Journeyman, go for it

Journeyman: remember to boolean whenever you can instead of using height maps because they can be large.. if you are trying to make a simple archway it is so much quicker if you have a cylinder cutting into a box because a good looking lattice can take up a half meg o

or more

done

AuntiAlias: Steve Lareau....

!

Steve Lareau: Remember- when working on huge scenes, always have plenty of cold beer on hand. =D Works for me anyway! Done.

Clay: LOL!! me too

renderin': here here!

Hilofoz: Cup of T

Steve Lareau: Sorry, in a very slap happy mood tonight....

Clay: ( and a good knowledge of curse words)

AuntiAlias: Okay, now I rmember what i was going to say...

Steve Lareau: LOL!

AuntiAlias: Multireplicate for making things in circular formations is really good. 360° divided by the number of objects is the number of degrees that each object needs to be rotated

Journeyman: !

AuntiAlias: and also create objects, duplicate, and then change object type. That way your object is already in position....

done

Janak! go for it!

Journeyman: Like Susan said, but go 360 / number of onjects - 1 because you don't want to paste over the first one

that can take up more room

and when you are multirep-ing large objects

it can a life saver also

AuntiAlias: !

Journeyman: done

AuntiAlias: Newly learned tip for working with large scene file

for camera adjustments in closed spaces

Ringo: !

AuntiAlias: Make a Null tracking object, and move your camera around by dragging the tracking objecta around in your scene

done

Ringo, go for it!

Ringo: Have lots of RAM

and a good Graphics card.

Journeyman: !

Clay: heheh

AuntiAlias: Janak!

Ringo: and hide objects.

Journeyman: I don't think a graphics card helps in bryce does it?

I guess that was a "?"

Clay: for screen refresh it does

Hilofoz: !

AuntiAlias: yes, if you use the Open GL method, especially

Hil, go for it!!

Hilofoz: Textures only at the end

AuntiAlias: !

Hilofoz: When your¹e ready to go

Clay: !

AuntiAlias: Render image at 0:0.5 to cut down on time

Clay!

Clay: I disagree Hilo,

Journeyman: !

Hilofoz: ?

Clay: textures sometimes make a scene

desdanova: !

Clay: ya need to see them but using defaualt white is good for model placement at first

done

 

>>>> Next up: Texture Maps

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