paulson games wrote:The meshes are a decent poly count but it's the glass and reflective paint that slowed the rendering quite a bit.
There are tricks to render rapidly. Using reflection on glass and paint may be pretty, but time consumers:
There are three basics steps before doing full raytracing mirror, most are based on how reflective is the material :
- If you only need to emphasize the "brilliant", play with the material shininess (no mirror effect)
- If your shiny reflective parts are very mobile or small, using a generic "reflection texture" or a generic HDR reflection map saves time and are good looking (for object that mirror very few of their environnement, like 10-30%).
- For small parts in not-moving environment when you need to show the object in the reflection, a baked environnement map takes less time (mirror to 50% to 100% based on the scene and realism).
Raytracing mirror is very heavy and not seen in the render is too small, or not visible.
Good start, waiting your first Tau subject (seeing your Mechs meshes, it can be impressive).