Thanks
Kadri, I am just a lazy old man and cannot think in more than 2 (maximum 3 - if I open both eyes...) axis
In fact in all animations I try to keep "natual" x,y or z directions for almost every movement. The less I must calculate and do experiments with angles and axis the more natural the animated movement will be. Movements in other than x,y or z directions usually cause many calculations and much trouble.
Ulco I thought of it too, to reduce some details. But I want to keep the fireflies and let some of them fly deep over the ground so I must have a nice base to be illuminated. Perhaps (no - not perhaps! - surely!
) I can reduce a bit rendertime with exchanging the "water-shader "puddles with reflective ones. In the daylight/morning renders I want to keep the water shaders because they cause that nice glittering shore around every puddle ("for free" - no blue nodes, additional shaders or anything
).
Anyway meanwhile I am used to rendertimes of up to 2 hrs. 5-20 minutes is paradise up to 1 h is good, 1,5 is ok and above is hardcore... And depending on what is in the pipeline I devide my renderjobs between my PCs. And if I am very unpatient or want to finish soon, I give the job to pixelplow. (I am getting better and better to avoid / repair warnings and errors before gathering)
Edited 3:45pm
Kadri I just understood in a different way what you ment. The first 3 are same angle but different startposition. Only the last one has the 90° axis as direction. but the rest - same answer: avoid too much problems...