Gork, rendering time reduction

Scene Assembly Features Optimization

Cycle: Architectural Animation

Project: Desnarechye
Developer: A101
Geo: Moscow, RU
3D: Gork Studio

Besides the environmental details, which we will discuss separately, animation requires artists and modelers to adhere to a number of features when assembling a scene.

The first and foremost is the issue of optimization. They not only provide convenience and speed of task execution but directly affect the time of the final rendering. In animation, literally every extra second is transformed into additional hours of calculation (time estimation for rendering).

When rendering statics, we do not pay attention to prepasses (parsing, GI, etc.), however, they can become a nightmare when working with animation tasks.

For example: the acceptable level of noise with denoising on a frame at HD resolution is achieved with 20−25 passes, taking 2−3 minutes on a good processor. Meanwhile, on a detailed exterior, prepasses can take up to 5−6 minutes, which is twice the rendering time. Multiply by the number of frames, and you get a discouraging picture where everything renders quickly, but a lion’s share of time is consumed by prepasses.

Prepass calculations can be reduced by:

  • optimizing the scene (we have a large series of publications on this topic)
  • removing everything unnecessary from individual flights
  • using simplified geometry (where permissible)
  • compressing textures
  • rational use of light sources, etc.

All these manipulations are labor-intensive and require diligence from specialists. Therefore, if you have a scene on hand from which statics were rendered, it is possible to assemble animation from it, but before that, almost all the material will have to be reworked.
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