KeyShot Forum

Technical discussions => General discussion => Topic started by: fario on October 19, 2011, 02:13:08 AM

Title: which is the longest to calculate for rendering
Post by: fario on October 19, 2011, 02:13:08 AM
it would be instructive to rank order, which is the longest to calculate for rendering:

textures
radiosity
transparency
refraction
reflection
bump
decals
translucence
relief
etc ...

thank you in advance.

Antoine
Title: Re: which is the longest to calculate for rendering
Post by: fario on June 12, 2012, 03:23:19 AM
hello,

I commend this subject to date.

I'd really like to know, in order of priority, which settings require the most computations in order to go faster in my calculations images.

Thank you very much.

Antoine
Title: Re: which is the longest to calculate for rendering
Post by: Dylan on June 27, 2012, 06:50:51 AM
Thats a very good question. as a general rule of thumb for rendering, refraction, reflection, translucence, radiosity and transparency rank at the top for hogging resources during rendering. Basically, anything to do with light is a killer. Textures and bumps will be low down the list. Displacement and detailed topology on a sliding scale depending on how much you use and how many polys you are playing with.
Title: Re: which is the longest to calculate for rendering
Post by: fario on June 28, 2012, 12:40:48 AM
oh thanks for your reply :)

i try a list:
please correct me


1  -  image size -  pixel
2  -  translucence
3  -  radiosity
4  -  shadow
5  -  refraction
6  -  reflection
7  -  transparency
8  -  depth of field
9  -  ground reflection
10  -  texture
11  -  bump
12  -  decal
13  - 

Antoine