FMP—Rendering

Once the camera positions, lighting layouts and character movements are all in order, it’s time to start rendering. Thanks to the school’s rendering farm, the rendering is vastly more efficient in terms of fault tolerance and speed.

Here are the number of shots I rendered on the school’s render farm again.

During this time there were many jump shots rendered on the farm, in the end it was only possible to ensure that the wrong shots were not rendered, and only one task could be created to render one shot at a time, not multiple tasks at the same time, to ensure that the shots were rendered correctly, also scenes with incorrect mapping were found, then the incorrectly rendered areas had to be re-rendered from a new load of the correct mapping, also the lighting was overexposed in places and also needed to be re There are also areas of overexposure in the lighting that need to be re-tuned. Even though we are at the end of the workload, the quality of the renders needs to be carefully reviewed to prevent minor errors.

Finally comes the post, dubbing and compositing

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