What
can I do to make Lightwave render faster?
|
Reboot! |
Many programs leave behind "tasks" for house-keeping. Worse yet, many poorly written programs "leak" memory by requesting it from the system, but forgetting to free it. Over the course of normal usage, the system RAM may get very cluttered and limited. Save your work, and then reboot. In the past I've seen render times drop up to 30% just by rebooting! Individual results will vary of course.
Create a 'Render' environment |
Chances are, if you're not a pro, you're doing your work in your regular user environment. This probably includes chat programs, info tickers, and most likely a whole slew of little widgets sitting down in the system tray, just waiting to kick off some specialized program. Most of these things steal a little memory and a little CPU, and some will leave behind a task or process even after you've shut the main program down!
If you're on an operating system that lets you create multiple user environments, create a new user called something like "RENDER." Keep the environment as simple as possible with only the bare minimum of programs starting automatically.
Make sure your render happens completely within memory |
Sometimes you can solve your problem if you just hit it with a bigger stick... of memory that is. If you've got the money, and your system can take it, by all means go for it. If you've already maxed out your current memory, chances are you'll do the same on future projects. However, adding an new memory stick or two at the very last second is rarely a realistic option in a crunch.
If your OS HAS performance meters:
Make sure the CPU stays at 100% for the full duration of the actual
render. It will dip during the object load, and again when writing
the resulting image. If it doesn't stay at 100% in between, chances
are you've hit your RAM limits. (Advanced OS's let you monitor page
space directly.)
If you DON'T have performance meters:
To determine if your memory is slowing you down, kick off a render
and watch both the messages in the render panel, and your harddrive
light. Once the objects and texture images are loaded the harddrive
light shouldn't light again until the final image is saved to disk.
If it comes on for any more than a very quick blink during the render,
chances are you've hit your RAM limits.
Change your screen resolution |
If you're running short on RAM and your system uses on-board graphics, consider going to a lower screen resolution for the term of the render. This may buy you a few megs of RAM.
Choose your features carefully |
If they're not absolutely necessary, make sure that both radiosity and caustics are turned OFF. Features like this can easily multiply the time required when used. Especially when used incorrectly! If you fiddle with a scene enough (say messing with lens flares) it's even possible to turn radiosity on without realizing it.
Turn off lights that won't effect the current shot |
Lighting is very costly when it comes to rendering. Keep the number participating in any given frame to a minimum. For example: say your camera is moving within a house, it's left a room and the lights from that room will no longer have ANY influence on the shot. Fade those lights to exactly 0% intensity. Any light that is NOT at exactly 0% is still participating in the calculations!
This can get very tricky when ray tracing because objects often reflect conditions BEHIND the camera. You may need to consider a slow fade in light levels.
LENS FLARES do not actually require that their parent light participate in lighting the scene. If you're just looking for the flare effect, and don't really need a point light there, set its intensity for 0%.
Choose your shadows carefully |
For most scenes, mapped shadows will render faster, and look nicer than ray-traced ones. Experiment early in your scene building to see which will give you the best bang.
See through stuff ( both transparent AND dissolved ) |
Transparency can be extremely costly depending on how much of the frame it consumes. Partially dissolving an object is the same as making it partially transparent, so watch out for both conditions. Rendering a top down view of the contents of a ranch house with a roof that is 95% dissolved will take something like 10 times longer to render than the house with no roof at all. If you don't need to see an object, make sure it's exactly 100% dissolved. If it's 99.9% dissolved, it's still there putting huge demands on the render.
Choose your Anti-Aliasing wisely |
More Anti-Aliasing passes won't necessarily make your output look better.... especially on video. Use the "Limited Region" option on the camera panel to test render the portion of your image that has the highest (and busiest) contrast along diagonal lines. Unless you need high texture detail, you can probably get away with adaptive sampling on the AA.
Keep your polygon count down |
This may seem pretty obvious to most animators, but if you're like me, you like to model in the details. If the render you're crunching is not a final render, consider swapping in a lo-res model with much of the detail left out. Sometimes your object will travel so far away from the camera the details won't be seen. If so, use a pair of objects... a lo-res for distant shots, and a hi-res for close ups. Lightwave will eliminate objects set to 100% dissolve before beginning the render. Which ever one you're not using will not add to the calculations.