Rendering Time research

As I will be rendering on the computers within the Uni, there are some differences to consider than when I was rendering on my Macbook.

https://www.blenderguru.com/articles/4-easy-ways-to-speed-up-cycles

According to this site the main differences is rendering on a GPU rather than a CPU. When rendering on a GPU, it is a better idea to have more tiles, this means more sections of the image rendering at the same time. A GPU can manage this strain on its memory verses a CPU which deals much better with a smaller amount of tiles.

This entire page is very useful as it covers a lot of different ways in which to get my render times down, such as reducing the light bounces and sample size. Over the last week I have tested out rendering at different resolutions in order to get an idea of how well my matchmoving has worked. Without the information on this webpage, I would probably have been waiting a long time to render out these tests, as I wouldn’t have known about the ways in which I could shorten the time.

One thing I will have to remember though is that although light bounces and caustics are not that important for my work this semester, if I decide to work with glass textures next semester for my model then I will need to have them up higher to sell the believability of the material. This will of course therefore increase my render times, and I will also need to consider this.

 

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