Forum Replies Created

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  • Adam Trachtenberg

    April 5, 2006 at 4:04 am in reply to: Best way to reduce memory demands?

    Something else you can do is delete any unnecessary UV tags–say if you’re using flat mapping instead of UVW mapping. A UV tag can use as much memory as the object itself. Also, if you’re using plane primitives make sure you change the default 20×20 resolution to 1×1.

    But Bjorn is probably right–my guess is that textures are taking up most of the memory.

  • Adam Trachtenberg

    April 5, 2006 at 3:59 am in reply to: Cost for 3D rendering

    Since it’s based on work they previously paid for I’d probably just charge my hourly rate for time spent, but I guess it also depends on their intended use.

  • Adam Trachtenberg

    March 29, 2006 at 12:50 am in reply to: Polygon from shadow

    No can do.

  • Adam Trachtenberg

    March 29, 2006 at 12:49 am in reply to: Camera Movements not rendering

    Make sure your animated camera is active in the viewport (i.e., the viewport is using the animated camera)and do: [viewport menu]Edit>Use as Render View.

  • Cinema has never had dwg support, except for a basic command line utility for PCs. You can get full dwg support through the Engineering Bundle, but that’s quite expensive. Regarding dxf, Cinema only imports polygonal files–not polylines. Your best best is to save in Illustrator v.8 format and import it directly in Cinema. EPS is another option.

  • Adam Trachtenberg

    March 24, 2006 at 3:32 am in reply to: Units and scale

    As you surmised Cinema doesn’t have real-world units. This is fairly common in non-CAD 3D software.

  • Adam Trachtenberg

    March 24, 2006 at 3:30 am in reply to: Animated car on a real world road video

    Depending on the camera movement in the video clip, you’ll probably need matchmoving software to do this convincingly.

  • Adam Trachtenberg

    March 22, 2006 at 6:47 pm in reply to: Noisy Renders!

    Use MIP or SAT interpolation for the texture (in the material settings). Then you might need to adjust the MIP Scale in Render>AA settings upwards. If that doesn’t do the trick try using Best AA. To keep render times low you you use Best at 1×1, then assign a compositing tag to your rock object and set a higher AA level for it.

  • Adam Trachtenberg

    March 18, 2006 at 6:25 am in reply to: ATOMIC BOMB

    You shouldn’t have to use nearly that many particles if you’re using Pyrocluster.

  • Adam Trachtenberg

    March 18, 2006 at 6:24 am in reply to: 7 hour render for simple animated logo!?

    I can’t think what would cause it to be so slow. Blurry reflections (dispersion in reflect channel) and area shadows can cause slowdowns, but it shouldn’t be that bad. I’m rendering PAL D1 resolution for my current job, with scenes consisting of hundreds of objects and up to half a million polys. Depending on the scene, frames are taking anywhere from 11 seconds to just over a minute on my AMD X2 2.6Ghz machine.

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