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BryceTalk Bi-i-i-ig Bryce Scenes
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BryceTalk Bi-i-i-i-ig Bryce Scenes, July 8, 1999AuntiAlias: 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: ! |
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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
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