Whickber Street Project - WIP
Today I worked on an animation and oh boy I'm in love with it
it will be ready in 3 years tho.

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Whickber Street Project - WIP
Today I worked on an animation and oh boy I'm in love with it
it will be ready in 3 years tho.
Praying that my sister doesn’t notice all the flaws alsjdsjkd
also real legoland fishes
caught up on the anime and the lastest episode showed a sparkly aoyama and now im working on getting caught up on the manga~
halloween render at midnight babes
Your Render Time (and How to Optimize)
General
To give you a quick example of why it’s faster to use a render farm, imagine that you have a frame that takes 30 seconds to render on your local machine and it takes 1 minute per frame on our farm. While you may have a faster render time, we simply have more machines to throw at the job. In the time it takes your local machine to render 1 frame for 30 seconds, our farm could have up to 30 or more frames done in 1 minute.
The idea behind a render farm is to use multiple machines to render the job vs. rendering out one single frame quickly through your local machine.
Additionally, you need to make sure that your scene is optimized. If your scene is not optimized, it will take longer to render, and end up costing time and more money.
Tips on Lowering Your Render Times
All scenes are created differently, so there is not one magic answer. However, there are some general tips that should apply to everyone.
Scene Optimization
Always prep your scene before uploading/submitting a render. Maya has options to “Optimize the scene file” in order to remove unused or orphan nodes, etc. Clean up your meshes, delete history, etc. This is just good practice for any scene file, but messy or cluttered scenes can have an impact on render times. Try to get that scene file size as small as possible before uploading.
Cloud Rendering vs Local Rendering
When you look at the frame times on your local machine and see the frame takes 5 minutes, it might be different once you render the same frame on the farm due to “overhead” that needs to take place. When you render locally, you already have the scene file loaded and just hit “render.”
On the cloud, once a server gets assigned a frame it first needs to open the 3D application, load the scene file, load plugins, load scene assets, and then render the scene, write the image, and finally close the scene and close the application. All of this is accountable render time which may drive the total time up. Normally the “overhead” is minimal and only adds a short period of time, up to about a minute. But if you have a messy file, or large scene assets such as large texture files, then this time can add up.
Light Maps
Having a light map (caches) is one of the best ways to lower the render time. If you are using any sort of Indirect Lighting, then generating a light map locally will allow us to read from that file and avoid having to calculate the light bounces, thus saving you time and money.
Differences in Animation frame times
If you submit an animation or test render and see your per frame render time averages around 5 min per frame, then that is what you should expect for the full animation, right? If you have dramatic camera movement or other objects entering the frame later in the animation, then you can expect those times to go up or vary depending on how far along in the animation you are-especially when it comes to reflective, refractive or caustic materials/objects, etc.
Currently, Super Renders Farm supports most of the popular 3D software, renderers, and plugins, such as 3D Max, Blender, Cinema 4D, Maya, Arnold, V-Ray, Corona, Redshift, Houdini, After Effect, etc… If you need a render farm with the cheapest price and the fastest rendering speed, please check it out: https://superrendersfarm.com
Source: https://blog.superrendersfarm.com/uncategorized/your-render-time-and-how-to-optimize-2/
Rendering takes longer when you time up the fuckline
So after several hours of rendering... I realized that there were a few bad transitions that needed tweaking, and a few other little issues that I hadn’t noticed on the little sample real-time window in the corner while editing. No big deal, just fix ‘em and rerender, right?
Of course, I decided to get rid of some of the clutter on my timeline and delete a few unused tracks and whatnot. The most expensive video editor I can afford without piracy is (formerly Sony, now Magix) Movie Studio Platinum. For some reason they decided that a lot of people would be using this on a tablet or something, so the buttons and timeline tracks are HUGE, and can’t be shrunk down to fit on screen better. I can only see three at a time, since I had two audio tracks, a background image track, and a foreground text overlay track, I couldn’t see everything at once. Especially if there were extra tracks that I didn’t need cluttering the damn thing up.
And hey, I noticed that the default output for 720p has the same audio quality as the 1080p. No need for high res, it’s just a demo video. Save a little time so my poor dual-core 1.9 ghz doesn’t need to do so much, and save a little of my dwindling harddrive space.
I forgot how long editing and rendering can take...
It's been a while since I had to do any kind of video editing. I'm just putting together a quick trailer for my next Cyberloops soundtrack set that I'm going to put up on the Unity asset store. I spent four hours yesterday just editing a simple mix that would show off the soundtrack and how modular it is, with some simple slideshow stuff in the background. And today I had to type up and properly format text overlays for each segment. Another 2 or 3 hours or so there. That's about an hour per minute of video. Yeesh.
And, of course, I have no clue how long it will take to render said video. My laptop is in its twilight years. It ain't as spry as it used to be. And it was never really all that spry to begin with.
Trying to make cyberpunk art to sell in a faceless store to be used as a tool for other people across the internet... on a computer that was a low-end consumer electronic device seven years ago. Yeah, sounds about right.