First off you get my 2000st post In addition to what Vig wrote:* convert your Poly with all the stack elements (i.e turbo smooth,...) to a single mesh before rendering (so its less of a footprint in the memory and fetching process for the renderer). I noticed that with extreme dense scenes converting to meshes gave me…
ok I figured out what it is, the builltin board here rapes my script and changes some \ \ characters to just single \ which causes some string escape errors. Just download it here in its original form: www.renderhjs.net/bbs/polycount/tips/split_render_01_renderhjs.ms (fucking BB) edit: updated script again
@Vig: Thanks man, appreciate it. I tried lowering the resolution of the shadow and the iterations of my turbosmooth and they did work. Thank you. @renderhjs: Thanks for sharing the script man. But I can't use it cause I'm having this error when I run it. This is what it says. I'm using max2009. [IMG][/img] Plus, is there a…
fixed it:--2009 renderhjs.net/*I wrote this script for my bachelor project in order to render very high resolotions(print stuff) on low memory systems. Feel free to improve or share this script :)Hendrik-Jan*/SplitRender;( function update_settings = ( local c = SplitRender.splitcount.state; SplitRender.width.value =…
Wow thanks a lot man! This is a great script! Already got it working. Though I have one more problem. When I'm about to stitch them in photoshop, I noticed that the split images don't match each other. There are tiny parts missing in the area where the splits are. I feel it's caused by the settings. Can you please show me…
use the pixelOverlap value to add more padding to the rendering so they share more pixels - and it should be easier for you to stitch it together in PS. As for the element stuff yes thats true - I just stripped that script out of a more complex one that rendered zDepth and other passes for me, so its kind of focused on…