Quote from: shadowphile on January 21, 2010, 02:13:07 PM
my comment about selecting objects was a little ambiguous: by 'objects' I actually mean anything represented in the 3d preview, which tends to mean cameras and anything else that throws a representation in the 3D preview. Most of my shaders and heightfields have b-box enabled.
Yes, of course this makes sense. The camera would probably be considered an "object" in this context.
Quote from: shadowphile on January 21, 2010, 02:13:07 PM
hetzen, frankB, Kadri: re: Huge render times.
I've read the stickies and others about minimizing render times. I did my own study on using both crops and whole pics while adjusting just detail. 0.3 is good for decent previews, final renders can be evaluated at 0.6, only slight polishing added above that.
So what do you consider to be long render times?
Quote from: shadowphile on January 21, 2010, 02:13:07 PM
Sometimes the 3D preview itself is so slow that I render it instead, with considerably faster results. I tend to keep all the layers (atmos, lighting, shaders) turned off in 3D or it bogs down.
This is mostly because the 3D Preview is not yet multithreaded and the main renderer is. So if you're on a multi-core system, it will certainly be faster to just render a quick, low detail preview. We are working on multithreading the preview.
Quote from: shadowphile on January 21, 2010, 02:13:07 PM
2D previews themselves can also be very slow, If I bring up a floating window and pull it out. It seems like the 2D previews are basically the same rendering technique as the 3D preview, just from an overhead camera. I've got a quad-core PC, I would think that a 2D preview window, even expanded, should be able to create a relevant image almost in real time. What the heck is sucking up so much cpu time? Perhaps a different kind of renderer for those images. (scalar field previews are pretty fast. It's the displacement previews that can take 30 seconds or more.) That makes it very difficult to do relative studies.
It's basically the same rendering system, though simplified (e.g. no atmosphere). Once the main 3D Preview gets multithreaded, I imagine this will too. I don't know if it's really as easy as you imagine to speed it up with a different rendering method either. From what I understand the rasterizing the internal functions is the CPU-intensive bit, and the "rendering" process per-se takes a lesser proportion of the time.
Quote from: shadowphile on January 21, 2010, 02:13:07 PM
My eye can't remember the image well enough from render to render to detect the kinds of subtle changes that are an important part of the evaluation process.
We have plans for some kind of "flipbook" functionality in the renderer in the future which should help with this.
Quote from: shadowphile on January 21, 2010, 02:13:07 PM
BTW, my life might be complicated by my rather lofty ambitions. TG seems to be mostly targeted at rendering one or a few stills, whereas I'm more attemping to build an entire sandbox world. That means almost any perspective from closeup to eagle eye are fair game.
Actually the procedural approach to world building is really considered the primary method, which is inherently global, essentially. So we're definitely aiming for tools that enable this way of working. Take a look at Nvseal's work or Efflux; both have done fantastic work in developing complete planets with great diversity, from realistic to fantastic.
Quote from: shadowphile on January 21, 2010, 02:13:07 PM
I wish I could set the 3D preview to a certain resolution and boundary and have it render everything. I could then fly around and check different perspectives. TG09 did this, what happened to TG2?
TG 0.9's preview worked completely differently and had a much easier task to deal with. Essentially all it did is what game engines do, it didn't have to "render everything" (as TG2 *would* have to), it just took static scene elements (heightfield converted to simple geometry, water plane), and then rendered them with OpenGL. The geometry was trivial to generate as no procedurals were involved, the textures were mostly faked (aside the sky, which you could see from the cloud generator window can be created fairly fast), and the level of resulting geometry was low enough to render quite quickly with OpenGL.
A method of caching generated procedurals in the 3D Preview for TG2 *is* something we're considering, but it's certainly not as simple as "Do it like TG 0.9". Virtually none of what was done in TG 0.9 likely applies to the bottlenecks in TG2's preview. But we certainly recognize those limitations and want to address them.
- Oshyan