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Vilandra

Need Some Pyrocluster Help

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soft shadow calculation time is very dependent on the pyrocluster particle size

also don't forget to optimise your vol shader settings

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  • I had taken the size down quite a bit, and had about 12 lights in the scene. I'll see how your scene file works untouched.

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    in my scene there are 4 lights for the pyro, the other lights are for the rocket and are set to ignore the pyro

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  • Thats weird that yours was 1 min a frame, and this render here took 8 min 35 seconds. No AA, and everything was left alone from your scene file.

    Now when im rendering your scene file, the time is 9 seconds a frame. Odd....

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    Fab pyro setup Paul.

    Morph

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  • Oh man.... I feel like a real moron! :) I had GI on (sky sampler), and apparently, that is really increasing the render times.

    Is there a way to exclude the sky sampler from illuminating the pyrocluster?

    I like the way the sky sampler looks on my shuttle. I guess for now, ill have to stick with regular lights.

    Its rendering really fast now. Only 5 secs a frame.

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    not sure if a comp tag not seen by gi would work on the emitter, or if using tp on the particle geom object

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  • Oh yeah! I didnt even think it would work, but it did. The comp tag on the emitter worked. Render times are still fast with the sky sampler.

    I wasnt even aware that emitters could use comp tag (when using GI). Thats good news!

    Thanks Paul!

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    Guest Joshfilms

    Really cool animation Paul. The pryo looked great!

    -Josh

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