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I don’t think xrefs will help at render time. Their purpose is to help scene management, but at render time, the renderer will receive all the geometry no matter what.
mental ray will optimize the load of geometry, but if you want to help it, use mr proxies for the repetitive objects (benches, light fixtures, etc).
I’d suggest to avoid 280 lights. Group them and use less if possible. Don’t use area lights, use point lights. If you need to use area lights, make sure the shadow sampling is low (like 4) not the default of 32.
Lights (shadows) and materials (reflections, blurry reflections) are the most time consuming processes. Focus on those.
If your windows use sky portals, lower the sampling to 8.
You can save the FG map if there are no animated objects (camera excluded). You can create and update the FG map every 5-10 frames before rendering and will save you tons of rendering time when you do the full sequence.
Remember, Photons + FG (0 bounces) is usually the fastest solution, and if you can use a saved FG map because you have no or little animated stuff, remember that you don’t need to save the photons map, as the FG map will include their effect.
Compositing is another way to save time if you think the rendering might have to be redone if things need to be changed or fixed. Just plan it well.
But it all depends on the quality you consider acceptable. If more optimizations make the images look bad, then the only solution is to throw more hardware at it.
I like the suggestion from Rodrigo about Art. Maybe a good looking even if not realistic image is something that can be considered, but be aware that it can be time consuming to create a good Non Photorealistic look when using photorealistic rendering engines.
Rob
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