Indigo Export Help
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Indigo Export Help
Hey there!
I wanted to export an animation from Cinema 4D to Indigo to render it out.
As I am quite new to Indigo I wanted to ask a simple question:
Is it normal that after 30 Minutes of the "Exporting" Window, still nothing happens?
Its not that complex of a scene, so I was rather confused that it takes so long and that I see no end to it.
Replies would be nice
I wanted to export an animation from Cinema 4D to Indigo to render it out.
As I am quite new to Indigo I wanted to ask a simple question:
Is it normal that after 30 Minutes of the "Exporting" Window, still nothing happens?
Its not that complex of a scene, so I was rather confused that it takes so long and that I see no end to it.
Replies would be nice
Re: Indigo Export Help
check the C4D console, there you see what exactly happens.
polygonmanufaktur.de
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Re: Indigo Export Help
Apparently it exports each frame into one scene, any tips on how to reduce export times? each frame takes about 1 minute to export..Zom-B wrote:check the C4D console, there you see what exactly happens.
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Re: Indigo Export Help
Also takes up hell of a space, nearly 70GB just for 60 Frames..I have about 300, and I dont have enough, what do I do?Zom-B wrote:check the C4D console, there you see what exactly happens.
Re: Indigo Export Help
Sound like you have some mesh that transforms for each frame, like a ocean surface inside a HyperNurbs...Jerome_Toloko123 wrote:Also takes up hell of a space, nearly 70GB just for 60 Frames..I have about 300, and I dont have enough, what do I do?
Its also possible that you use a lot of C4D filters and shaders, in this case that texture gets baked on export, this can take time. Check your export path directory what exactly is that big igmesh files or baked textures!
Best is you give us more information about your Scene.
Finally there is no need to export all 300 frame sat once, start in 50 frame bundles, render them, delete the export files and render the next...
polygonmanufaktur.de
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Re: Indigo Export Help
Oh haha, yes I had a layer with a (moving) displacement effector in a Subdivision Surface (Aka Hypernurbs) which also had a (moving) texture, as I wanted to create some kind of "flowing" fog.Zom-B wrote:Sound like you have some mesh that transforms for each frame, like a ocean surface inside a HyperNurbs...Jerome_Toloko123 wrote:Also takes up hell of a space, nearly 70GB just for 60 Frames..I have about 300, and I dont have enough, what do I do?
Its also possible that you use a lot of C4D filters and shaders, in this case that texture gets baked on export, this can take time. Check your export path directory what exactly is that big igmesh files or baked textures!
Best is you give us more information about your Scene.
Finally there is no need to export all 300 frame sat once, start in 50 frame bundles, render them, delete the export files and render the next...
Else I only have some lanterns swinging left and right, also the cameras are moving, I dont know if those affect it too, just saying.
Re: Indigo Export Help
Only the baked textures and transforming mesh should be the issue here.
For the mesh try to use Indigo SubDiv modifier instead of Hypernurbs. Then Indigo does some HyperNurbs like subdivision on runtime of your basemesh >>link. For the Texture you define the baking resolution in them bottom area of the Material. I would think about doing an 5 seconds loop of the shader, prebake that and use this textures instead of the shader.
For the mesh try to use Indigo SubDiv modifier instead of Hypernurbs. Then Indigo does some HyperNurbs like subdivision on runtime of your basemesh >>link. For the Texture you define the baking resolution in them bottom area of the Material. I would think about doing an 5 seconds loop of the shader, prebake that and use this textures instead of the shader.
polygonmanufaktur.de
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Re: Indigo Export Help
Well, I dont know if the baking is possible with a Blend Material, if so it would be great to define better where to look for what.Zom-B wrote:Only the baked textures and transforming mesh should be the issue here.
For the mesh try to use Indigo SubDiv modifier instead of Hypernurbs. Then Indigo does some HyperNurbs like subdivision on runtime of your basemesh >>link. For the Texture you define the baking resolution in them bottom area of the Material. I would think about doing an 5 seconds loop of the shader, prebake that and use this textures instead of the shader.
But only using the Subdivision Tag instead of the HyperNurbs reduced the export time per frame to 8 Seconds (from 1 Minute) and the file size per frame to 150MB (from 1,2GB) so thats great
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