Tuesday, 25 April 2023

LO3: Optimising

When I first started making the scene I was quickly blocking out the basic shapes and the idea of the scene. This allowed me to conduct rapid prototyping for the scene allowing for the creation of a better scene and allowing me to quickly conduct tests giving me a good idea of what the final scene will look like. I can then render out single frames to show the client and myself a frame of what the final product will look like.

As I continued to add more complex shapes and geometry the scene became harder to render I switched to using instances of the assets this meant that the computer would not add any more render time to the scene because of the computer knowing the the objects are direct copies of each other allowing the computer to render the scene faster. I then proceeded to replace the models with instances, this allowed me to half the render time to 30 secs for lossless quality. The scene went from over 10 million polygons to just over 2 million. This drastically improved render times and the speed at which I can work on the project.

Another optimisation that I have done is scaling down the size of the assets in the project I have done this to make sure that all of the volumetrics in the scene are as small as possible this again reduced render times and allowed me to create full render drafts of the scene to show the client.

The single biggest time save is using persistent data that allows the computer to remember the scene and only having to render it once and then making the slight adjustments to the scene as the frames progress.




Time Before Optimisation: 4 hours
Time After Optimisation: 1.5 hours

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