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MAYA Autodesk's Maya is one of the industries most popular applications, held under contract my many studios around the world it is used in Film, TV, Games, Advertising, Visualisation and a lot more.

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Old 01-11-2008, 11:47 PM
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How to fine-tune BSP settings.

Hey all
Im in final render stage of my interior project and I have a lot of geometry
Rendering with mentalray, I've been told many times to have good settings in the Raytracing>Acceleration> BSP section.
I searched about BSP, but nobody really explains how-to fine-tune those settings which, I heard, can help much on the rendertime.
Is there someone able to explain how to do that ?

Thx
ps: btw, how do I get all the detailed render infos? I have nothing in my output window after a render...

pps: great new web design, like it, but seems to hypnotize me a bit after a while :P
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Old 01-12-2008, 09:04 AM
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Hi man, you can read about these settings in the - surprise! - max reference. There is some good info there, and I think there is a free video at gnomon, where Alex Alvarez explains mr settings and talks about that too. It's in Maya, but the settings are the same.
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Old 01-12-2008, 10:56 AM
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I think he wants it for maya not max, yeh I rember the video you are talking about I cant remember if its a free one or part of a dvd, deffinetly worth checking out.

Hope this helps
Quote:
Memory Management

Bsp (binary space partition), Grid and Large Bsp raytace acceleration algorithms.

Bsp - breaks down scene geometry (3D space) into an organized structure of recursively arranged voxels or volume elements. These voxels are placed by the algorithm into a nested or recursive pattern. From a conceptual standpoint this recursive structure resembles a tree with a main trunk (the initial voxel) and then the many branches as the geometry is recursively placed into voxels. This adaptive approach results in voxels only where they are needed. Each one of these voxels contains geometry triangles that are limited in size by the BSP Size attribute. This method of geometry organization lends itself to most scene arrangements.

Grid - where scene geometry is evenly placed, the grid acceleration method may be used. This acceleration method also breaks down the scene geometry into voxels, but not in an adaptive fashion. This method lends itself to large cityscape type scenes with uniformly complex geometry throughout 3D space. In such a situation, the adaptive, recursive breakdown of the Bsp algorithm may not be as efficient as the grid algorithm. The grid method can result in lower and more predictable memory usage.

Large Bsp - for **very** large scenes.
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