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    Copyright (C) 2003 IWS iws @ iws.dyndns.org









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    2003/Dec/17 (Wednesday)
    RE: Speed up rendering times for fluids - Duncan Brinsmead

    From: "Duncan Brinsmead" <dbrinsmead@alias.com>
    Subject: RE: Speed up rendering times for fluids
    Date: Mon, 15 Dec 2003 14:52:03 -0500
    
    Here are a few tips off the top of my head.
    
    1. Set the fluid shading quality as low as you can without getting dots.
      Avoiding hard edged boundaries, particularily thin shell elements
      in the fluid can help one avoid needing a high quality setting. 
      One should avoid sudden transitions in the opacity graph or very 
      high frequency textures, for example.
    
    2. Avoid the billow texture(very slow).. instead use perlin or 
      spacetime( if textureTime is animated ) with inflection on.
    
    3. If you don't need it, turn off self shadowing for the fluid.
    
    4. If you are casting shadows from objects onto the fluid use depthmaps, 
      not raytraced shadows.
    
    5. If you don't need shadows from objects onto the fluid, turn off 
      recieve shadows on the fluid( note that it can still self shadow 
      when doing this ).
    
    6. If you are raytracing, particularily if you have multiple fluids 
      you may wish to turn off casts shadows on the fluid.
    
            Duncan

    02:22 | /CG/Maya | #(0) | TB

    From: "Duncan Brinsmead" <dbrinsmead@alias.com>
    Subject: RE: Speed up rendering times for fluids
    Date: Mon, 15 Dec 2003 14:52:03 -0500
    
    Here are a few tips off the top of my head.
    
    1. Set the fluid shading quality as low as you can without getting dots.
      Avoiding hard edged boundaries, particularily thin shell elements
      in the fluid can help one avoid needing a high quality setting. 
      One should avoid sudden transitions in the opacity graph or very 
      high frequency textures, for example.
    
    2. Avoid the billow texture(very slow).. instead use perlin or 
      spacetime( if textureTime is animated ) with inflection on.
    
    3. If you don't need it, turn off self shadowing for the fluid.
    
    4. If you are casting shadows from objects onto the fluid use depthmaps, 
      not raytraced shadows.
    
    5. If you don't need shadows from objects onto the fluid, turn off 
      recieve shadows on the fluid( note that it can still self shadow 
      when doing this ).
    
    6. If you are raytracing, particularily if you have multiple fluids 
      you may wish to turn off casts shadows on the fluid.
    
            Duncan




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