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By -Adrian
#254559
Now that's a lot :shock:
Can't imagine this renders in any reasonable amount of time.
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By Bubbaloo
#254565
-Adrian wrote:Can't imagine this renders in any reasonable amount of time.
You are right!
SandtKoufax wrote:one tree has 13,536,233 trianges
Bionatics Ash tree at full detail = huge!
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By tom
#254567
Bubbaloo wrote:Benchmark 2!
We've addressed an issue when another geometry in the scene intersecting with instances, it's slowing down. If you have a ground intersecting the instances, try keeping it a bit away while making sure it's not intersecting the trees (better hide it and try first). Total polygon amount is nothing. I've successfully rendered over 46 gigapoly buddhas easily and rapidly on a P4.
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By Bubbaloo
#254573
tom wrote:
Bubbaloo wrote:Benchmark 2!
We've addressed an issue when another geometry in the scene intersecting with instances, it's slowing down. If you have a ground intersecting the instances, try keeping it a bit away while making sure it's not intersecting the trees (better hide it and try first). Total polygon amount is nothing. I've successfully rendered over 46 gigapoly buddhas easily and rapidly on a P4.
I deleted the ground plane and still the benchmark is the same.
Could it be that instances should not intersect either?
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By tom
#254579
Bubbaloo wrote:Could it be that instances should not intersect either?
It shouldn't...
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By Bubbaloo
#254934
S.L. 6 @1200x900
About 30 minutes coop with 4 quad cores and one 8-core...
Benchmark 4. :(
The 4 quad cores have 3 Gigs of ram and handled it just fine.
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