tag:blogger.com,1999:blog-8989482477766910776.post3154099130511719881..comments2024-03-26T01:26:37.212-07:00Comments on Viz Tech Support for Companies and Artists: 3ds max: Decoding mental ray BSP treeJamie Cardosohttp://www.blogger.com/profile/16564484154697012712noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-8989482477766910776.post-32638110113803757052011-03-20T11:23:23.014-07:002011-03-20T11:23:23.014-07:00You're welcome!
Cheers
JamieYou're welcome!<br /><br />Cheers<br /><br />JamieJamie Cardosohttps://www.blogger.com/profile/16564484154697012712noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-8920021783156658722011-03-20T11:12:01.041-07:002011-03-20T11:12:01.041-07:00Thank you so much Jamie CardosoThank you so much Jamie CardosoTheDudehttps://www.blogger.com/profile/11224312317472944157noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-54039228778503317732011-03-20T04:25:41.845-07:002011-03-20T04:25:41.845-07:00Hi Team,
It is already mentioned in the article:
...Hi Team,<br /><br />It is already mentioned in the article:<br /><br />BSP size:10<br />Depth:36<br /><br />In addition I have also used the strip render with cached fg; cached geometry, etc. Please read the entire article and its links.<br />It is worth mentioning again that for scenes with more than one million triangles, one should choose the BSP2.<br /><br />Regards<br /><br />JamieJamie Cardosohttps://www.blogger.com/profile/16564484154697012712noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-4291816271183295732011-03-20T01:58:49.852-07:002011-03-20T01:58:49.852-07:00Jamie please be kind to share which settings were ...Jamie please be kind to share which settings were used to decrease the render times in that last image...am a newbie to 3dsmaxTheDudehttps://www.blogger.com/profile/11224312317472944157noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-56619046248759973482011-02-11T01:44:14.271-08:002011-02-11T01:44:14.271-08:00very nice article Jamie Cardoso. Great help here. ...very nice article Jamie Cardoso. Great help here. The last image rendertime was unbelievable. Can u please share which settings and values were tweaked to decrease that much render time.TheDudehttps://www.blogger.com/profile/11224312317472944157noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-67892152884430433052010-08-28T13:55:43.349-07:002010-08-28T13:55:43.349-07:00Thanks for the great breakdown on BSP settings. Th...Thanks for the great breakdown on BSP settings. This has me out a lot trying to figure out what is BSP and what is it's purpose. <br /><br />Thanks,<br />NickNick Jacksonhttps://www.blogger.com/profile/05449998555393561135noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-83991323363837900122010-05-06T15:56:06.031-07:002010-05-06T15:56:06.031-07:00Pedazo de articulo, gracias por que me servira de ...Pedazo de articulo, gracias por que me servira de gran ayuda. SuerteBernahttps://www.blogger.com/profile/06822804132314981821noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-85898277818458515462010-05-05T07:27:27.649-07:002010-05-05T07:27:27.649-07:00Finally, in very extreme and difficult cases of me...Finally, in very extreme and difficult cases of memory loss, simply enable the "use fast rasterizer (rapid motion blur) function, from the "rendering algorithms" parameters. This rendering method should bypass most mental ray memory issues.<br /><br />Ta<br /><br />JamieJamie Cardosohttps://www.blogger.com/profile/16564484154697012712noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-49326319445519106472010-04-26T18:12:13.916-07:002010-04-26T18:12:13.916-07:00One last note: Global Reflections/Refractions para...One last note: Global Reflections/Refractions parameters: <br /><br />As mentioned earlier, it is general practice to reduce these values in situations where there are noticeably numerous reflective surfaces however, there are exceptional scenes where only one sheet of glass (apparently) may cause a scene to run out of memory...and possibly crash.<br /> <br />Such exceptional errors occur when the default global reflections/refractions are untouched (i.e. max. Trace depth 6; max reflections 4; Max refractions 6).<br /><br />Most experienced users wouldn’t normally tinker with the above values if there aren’t many reflective surfaces however; if there is one transparent reflective surface(i.e. glass) containing other glass type surfaces behind , it may cause the render to crash!! <br /><br />Even experienced users may mistakenly attribute this type of error to BSP values and other unrelated problems.<br /><br />The rule of thumb is to look at the exact area of the frame buffer where the last rendered bucket crashed at, in order to determine the nature of the error.<br /><br />Regards,<br /><br />JamieJamie Cardosohttps://www.blogger.com/profile/16564484154697012712noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-46046250020290048342010-04-26T16:40:28.813-07:002010-04-26T16:40:28.813-07:00Hi Felice,
Yes, I would switch to BSP2 without he...Hi Felice,<br /><br />Yes, I would switch to BSP2 without hesitation.<br /><br />Moreover, when pressing the key “7” to assess the scene, the “triangle count” statistic may not appear on the viewport by default. <br /><br />To view it, simply go to the main toolbar and click on the “views” menu; on the dropdown list, choose “viewport configuration” to open its dialog box; under “statistics” parameters, check the “triangle count” function.<br /><br />The reason for this is to easily pinpoint "teapot in a stadium" situations (in CG theory); whereby the user may have a Max scene consisting of a 3D stadium containing 100.000 triangles and 2.000 polygons, and a small teapot in the same scene containing 5 million triangles with 10 polygons.<br /><br />If the "triangle count" function is not enabled in such situations, most users would have mistakenly opted for the default BSP method as oppose to BSP2, by assuming that there were less than 2 million triangles in the Max scene.<br /> <br />Regards,<br /><br />JamieJamie Cardosohttps://www.blogger.com/profile/16564484154697012712noreply@blogger.comtag:blogger.com,1999:blog-8989482477766910776.post-81825934827652323212010-04-22T19:44:00.885-07:002010-04-22T19:44:00.885-07:00Really Interesting, I never messed with BSP before...Really Interesting, I never messed with BSP before. I have an 8GB machine at home , so if I have a scene with over 2 million polys and I geometry cache it, would you ignore toggling the BSP settings and jump straight to BSP2? Thank you for covering this, I haven't seen much about this topic.Unknownhttps://www.blogger.com/profile/01893583562997957916noreply@blogger.com