First message : 2007-09-27 14:37:49 Operating system : RAM : Computer model : Processor : Graphic card Type : Card name : Video memory : Quiktime : Network card :
First message : 2006-11-25 18:19:59 Operating system : Windows Vista RAM : 8Go Computer model : selfmade Processor : QuadCore Graphic card Type : Card name : Nvidia Video memory : >256 Mo Quiktime : 7.5 Network card : ethernet
First message : 2007-09-27 14:37:49 Operating system : RAM : Computer model : Processor : Graphic card Type : Card name : Video memory : Quiktime : Network card :
haha If it where that easy. I have a big model of an neighborhood. For my render I put in a few trees and bushes. If there is a change i don't wan't to delete the trees to speed up the working process because I need them for the next render. Sometimes the public space changes so there is a lot of new work in the Artlantis file, but I want to keep my trees :) So if the trees are hidden it works faster and when I need them I will unhide them. Just like in Sketchup. But I don't think this feature is build in Artlantis or am I wrong?
I would work the other way round. Save your whole entourage as a separate ATL file, leaving the actual model out. Then you can leave all the trees out from your main file, and merge the files just before you are preparing to render.
First message : 2007-09-27 14:37:49 Operating system : RAM : Computer model : Processor : Graphic card Type : Card name : Video memory : Quiktime : Network card :
That's also an option. But than I have to merge all the objects. Sometimes I only wan't to render an specefic part of the model and the extra objects only make the model slower.
First message : 2006-11-25 18:19:59 Operating system : Windows Vista RAM : 8Go Computer model : selfmade Processor : QuadCore Graphic card Type : Card name : Nvidia Video memory : >256 Mo Quiktime : 7.5 Network card : ethernet
I was joking around.
This is my workaround in situations like that. This workaround however is not easy to do when you also need to do animations in the same scene.
First do your shaders and texturing on the file.
Then set your camera viewpoints. This is the stage where you need to get it all right without placing objects in the scene. Changing stuff later is hard.
Then make copies of the file; one for every viewpoint. If you have viewpoints that overlap eachother you can keep them in one copy. It is good to give the copies a name that fits the viewpoint.
In the last stage you only place objects in the copy you need for that specific viewpoint. Now you can work faster and render every viewpoint you need.
You end up with more files and you need to keep track of every file. It means some organisation but it is an option for your situation. This can certainly work when you need to do exterior and interior renders for your client.
First message : 2007-12-06 23:27:41 Operating system : Windows Vista RAM : 10Go Computer model : HP xw6400 Processor : Intel Graphic card Type : PCI Card name : ATI Video memory : 256 Mo Quiktime : 7.5 Network card : ethernet