I have made a 30 second long animation that includes a douzaine of emitters on top of the normal animation. My prblem is that it takes a VERY long time to play it and after a while, particles start shooting all over the place (even though it's not supoose to). I really need to reduce this processing time ...
Either way, I think my problem is that there are a lot of unnecessary instored by maya, so I was wondering if you guys/girls could give me pointers on how to delete unneeded information (such as edit --> delete all by types --> static chanels) and other forms of methods to overcome this problem.
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That is ridiculous, but maybe u can borrow one of those huge computers from NASA...
Talkin' serious, u should delete some of the emmiters. That will save u lots of time.
Its all relative -- if you have hardware renderred particles on a GeForce emitting 10,000+ particles per second, with multiple emitters, and 32x multisampling you're going to get issues.
Regardless -- there are a few things you can do. If you particles are not software (should be either Cloud, Blobby, or Tubes -- and have a (S/W) beside it) and you're running a GeForce... you either need to switch to a software-compatible emitter, take the lack of stability/quality/speed -- or softmod to a Quadro. (Or radeon to a FireGL)
Turn down the multisampling or use a more optimized format. That's all videocard drivers most likely... unless its software -- in which case you may need to get more RAM (or just wait)
Cut down on the realtime previews... do the minimal necessary to see your dynamics at a certain frame -- then testrender... clear... and do again if necessary. Better yet -- playblast and come back when Windows Media Player comes on.
You get the idea -- do whats necessary -- go overboard if you don't mind waiting... cut back if you need to do it quicker.
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