Karl Gunnar Holmqvist
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Posts posted by Karl Gunnar Holmqvist
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Does anyone know what to do about the ridiculously long render times with sprites in 1080.
I just wanted some subtle smoke and it looks final in real time mode, even animates at right speed, but when it comes to final rendering AM16 gets a heart attack.
Is there a way around this exept separate rendering and compositing it together in aftereffects?
Regards
KG Holmqvist
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A:M implements the most accurate compression schemes of OpenEXR, which i believe use 32-bit floating point numbers for each channel (except PXR24)
A 32-bit floating point channel should make for a very, very long gray scale.
A:M doesn't implement the "lossy" B44 and B44A, AFAIK.
You can read about all OpenEXR's compression options in this PDF under "Data compression"
I dont know of any format that uses a 48-bit integer for each channel, is there one?
Thank you very much for the advices.I'll do some tests. What I meant with 48 bit color is 16 bit for each color - R G and B.
Floating point 32 will do fine......
Regards
KG Holmqvist
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Hi, does anyone know how to render in 48 bit color in AM?
To get the really loooooong gray scales
Redgards
KG Holmqvist
Rendering Sprites......
in A:M Answers
Posted
I render it in 1080 but in shaded render. That is done in no time. The camera color is turned to blue. It is then keyed out in after effects, composited on the other Final render.
But sometimes it is a complex scene, not suited for different layers.
KG