When you start rendering, after 10 hours, would it still be on zero? (Render in 3Delight, was on top quality (don’t know what to call that, it was on 4/4) and the scene is graphic intensive with a cyclorama background, a floor plane by DM, three characters, and some woodsy pieces such as a few logs and plants.) The popup that says Optimizing Images is still at 0% but the elasped time is still going. Shouldn’t it be a one percent or something after 10 hours?
How much it renders depends on several things. First question, what was the ShadingRate set to?
Other things that cause slow renders are image size, Trace Depth (seldom need over 2), and if you have an UberEnviroment set to for example Global Illumination.
But you said trees and grass, those are usually using lots of transparency maps, and one thing the 3Delight engine doesn’t do fast is transmaps. They are often used on grasses to save polygons (save memory on 32 bit systems ), but newer systems has so much memory and are 64 bit that pure polygon grass is much more speed efficient that it compensates for the RAM crunching.
My advice, cancel the render and post a screenshot of your Render settings (advanced settings)
What did the status bar say? I suspect it was stuck on optimising images, which happens sometimes.
Good point Richard, forgot about tldmake hangs, haven’t had that for a long time (so I will now have it the next render according to Mr Murphy)
I haven’t had the tdlmake hang problem in a while…but I’ve had the other tdlmake problem…the one where it never stops…it just keeps redoing the same images until it fills the temp folder/hard drive space. The only cure…shut down DS and restart it. That’s the usual fix for the tdlmake hang, too.
Preset: Active Viewport
Pixels: 802 x 585
Constrain Proportions is checked
Render To: Still Image
New Window is radio buttoned (instead of window file)
doing a png
render engine: 3Delight
Progressive rendering (not selected)
Bucket Order: Horizontal
Bucket Size 32 (that was in a tutorial by maclean, I think it was)
max ray trace depth, pixel samples x and y were all 4.0, shadow samples 8.0 (again, by maclean’s page)
Gain, Gamma, Shading Rate all 1.0
Shadow Samples 8
Gain, Gamma, Shading Rate all 1
Pixel Filter Sinc (that was the default, have no clue what this is) and it’s X and Y are both 6.00
Motion Blur is not selected
Render to RIB is not selected
Keep Shadows I dont think is selected, there is a checkmark but very grayed out and is not clickable
Bounce GI is slower than an overweight sloth with a backpack full of lead bricks.
Really? I find it slower than that. More like drilling a hole in a slab of rock with water, one drip at a time.
One of the possible causes of the tdlmake bug…the one where it seems to take forever to do a single image, is that the image is in a format that tdlmake doesn’t like…indexed/color profiled/etc type images seem to cause it more often than ‘plain vanilla’ images. Some times, just resaving the image file is enough to stop it from happening. Other times, it will just happen without anything being wrong with the image file.
The way to tell them apart…
If it always does it with a particular image file, then it’s likely to be in a format that tdlmake doesn’t like. If it only does it occasionally…then it’s likely to just mean that tdlmake is being temperamental.
Unfortunately, it rendered. All I can say is OH YUCK.
The cyclorama, which was barely showing in the background (think dark forest) is showing quite a bit. The waterfall, which I had used a blue spotlight to get just the right effect, is a brighter blue. The lights look like they are not being used at all, all characters are in the dark. (The distant light, the spot lights on certain plants, nada.) And her hands look cartoonish orange. The spotlight on a bug is ultra bright. So why did two spotlights go brighter, the rest not show up at all, and the distant light go poof? Same settings as I gave you.