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bobins
02-19-2008, 12:21 PM
Hi there,

I have a question regarding the view dependent render approximation and animation. I did a test before on a 100 frame revolve of a nurbs car. I noticed that the first frame of the animation was like 1min and all the other frame were 3seconds..

Does it calculate the mesh on the first frame and use that mesh for all the frames of the animation? If so Is there a way for it to not do that as I fear it could cause problems with animations where the camera moves up close and far away from the object..

Or they may be another possible explanation for the first frame taking longer and the others being super quick?

Many Thanks

Ben

PiXeL_MoNKeY
02-19-2008, 12:40 PM
I think what is happening is on the initial frame the object is being created in its render settings. Since the relation too the camera is not changing enough to trigger the need for tesselation it is reusing the current tesselation. Of course this all depends on the render engine and how it handles the changes. Personally I don't use View dependent rendering, because it will break topology dependent render features such as motion blur.

-Eric

bobins
02-19-2008, 12:43 PM
I see, thanks.

So if the relation to the camera is going to change drastically it WILL re tesselate the mesh for that frame?

PiXeL_MoNKeY
02-19-2008, 12:46 PM
It all really depends on the settings, but yes it should tesselate if the objects relation to the camera changes enough.

-Eric

bobins
02-19-2008, 12:57 PM
Great.. However I think we have been stung in the past with a similar problem. The camera starts close upto the front of the car but when it got round to the back there was alot of jaggy edges from what I imagine was a course tesselation. Maybe I would be better using a size dependent mesh to be safe..

PiXeL_MoNKeY
02-19-2008, 08:29 PM
That could have been an nPower related problem, or it could be related to the render engine. Also, make sure you don't have the render settings set to use Viewport Mesh, as that won't update the render mesh, either.

-Eric

bobins
02-20-2008, 12:44 AM
Ok thanks, I will do some tests before I send off the final render to see if all is well with View Dependent Approx, if so I will use that as it may help with render times..

mpolo1
07-13-2010, 08:29 AM
This is an old post originally but I am experiencing a related issue.

Our group has always used "view dependent" render tessellation. We've always had consistent results in animations.

Since upgrading to Max 2010 though, we've been seeing inconsistent tessellation from frame to frame using network rendering. After some consternation, I was able to fix the problem by changing settings on about 30 parts to "size dependent". It shouldn't be necessary to do this though.

Power NURBS version is
NPowerMax2010_32Bit_R630.exe

nPower_Dave
07-13-2010, 11:05 AM
This is an old post originally but I am experiencing a related issue.

Our group has always used "view dependent" render tessellation. We've always had consistent results in animations.

Since upgrading to Max 2010 though, we've been seeing inconsistent tessellation from frame to frame using network rendering. After some consternation, I was able to fix the problem by changing settings on about 30 parts to "size dependent". It shouldn't be necessary to do this though.

Power NURBS version is
NPowerMax2010_32Bit_R630.exe

Hi Mark,

What type of tessellation issues were you seeing with the network rendering?