Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 04-09-2003 , 09:35 AM
dragonfx's Avatar
Registered User
Join Date: Jul 2003
Posts: 1,257

who said hardware rendering was fast?

lol who said hardware render was fast?
same scene angle etc
hardware
Total Time For Render (hh:mm:ss): 00:02:37

software
Time For Tessellation (hh:mm:ss): 00:00:02
Time For Shadow Map (hh:mm:ss): 00:00:03
Time For Post Process (hh:mm:ss): 00:00:00
Time For Frame Render (hh:mm:ss): 00:00:26


Maybe i need one of those quadrofx3000?

(hey i got 30fps in wievports...dunno why it took 2 min to render 1frame)

# 2 04-09-2003 , 01:58 PM
roach105's Avatar
Subscriber
Join Date: Dec 2002
Location: T.O Baby!
Posts: 1,016
do you want to post the file. Maybe we can all do render tests to see the results. I have a quadro FX 700 and a quadro FX 2000.
It should not take very long to do hardware renders, but it may depend on what your scene looks like.


Last edited by roach105; 04-09-2003 at 08:02 PM.
# 3 04-09-2003 , 02:38 PM
[icarus_uk]'s Avatar
Registered User
Join Date: Mar 2003
Location: Too near the sun
Posts: 501
Isnt the quality you get out of hardware rendering so much worse than software?


# 4 04-09-2003 , 04:31 PM
roach105's Avatar
Subscriber
Join Date: Dec 2002
Location: T.O Baby!
Posts: 1,016
well, quality will depend on what you need. Hardware is still not at par with software rendering but it will eventually get there and will probably be the choice for most people.

you can currently get some very great renders from hardware.
I will post side by side renders of software and hardware.

hardware currently supports the following.

Polygons and NURBS geometry
Multiple textured channels
Advanced transparency
Hardware particles
Instancing
Point, Directional, Spot, and Ambient Light types
Any number of lights
Light linking
Per-vertex and per-pixel shading effects
Multi-pass and multi-sampling anti-aliasing
File textures for any supported channel
On-the-fly procedural and shading network conversions
Specular highlights
Bumps
Reflections
Shadows
Motion blur
RBG color, alpha matte (mask), and Z depth output
Command line rendering
Render diagnostics. Warnings for unsupported primitives, shaders, and light types and light features are provided.

# 5 04-09-2003 , 04:59 PM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
I's like to be part of this too! user added image


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 6 04-09-2003 , 08:20 PM
roach105's Avatar
Subscriber
Join Date: Dec 2002
Location: T.O Baby!
Posts: 1,016
hey guys, Here is to quick renders I did. Not much involved.

I will try this same render with bumps to see the speed hit. There may be a glitch on Quadro FX 700 that messes up bumos for some odd reason. will try the FX 2000.

Attached Thumbnails
# 7 04-09-2003 , 08:46 PM
ckyuk's Avatar
Subscriber
Join Date: Apr 2003
Location: Great Britain
Posts: 1,336
I think it's because hardware rendering struggles on shadows and you've got quite a few try rendering without any shadow and see what times you get.

Edit
Forget that
I thought the image above was the one by dragonfx. woops


Last edited by ckyuk; 04-09-2003 at 08:48 PM.
# 8 04-09-2003 , 09:26 PM
ragecgi's Avatar
Registered User
Join Date: Sep 2002
Location: Minnesota, USA
Posts: 3,709
I'd try it with particles, but apart from some fluid sims, particles are divided anyway by renderer. (i.e. HW or SW)

So certain things can be only done in one or the other... sadly not both without instancinguser added image


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 9 04-09-2003 , 09:57 PM
dragonfx's Avatar
Registered User
Join Date: Jul 2003
Posts: 1,257

Originally posted by roach105
do you want to post the file. Maybe we can all do render tests to see the results. I have a quadro FX 700 and a quadro FX 2000.
It should not take very long to do hardware renders, but it may depend on what your scene looks like.

i cant post it as the file istn actually mine and righ now i dont have permission but it is game content meant... 50000aprox tri polys + colormaps + alpha no bumps
works fine on wievports... not if you hit maya hardware render... strange

# 10 04-09-2003 , 11:43 PM
roach105's Avatar
Subscriber
Join Date: Dec 2002
Location: T.O Baby!
Posts: 1,016
I also find the hardware tends to struggle when you start adding shadows and file textures.


Last edited by roach105; 05-09-2003 at 12:13 AM.
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads