![]() |
#1 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
|
![]()
Hi there
Is there a way to render frames backwards? Ive had a try with say, the Arbitrary range type, but doesn't seem to be working. Its for an abstract animation thats ended up looking better in reverse. any help would be appreciated thanks |
![]() |
![]() |
![]() |
#2 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
|
![]()
Yep. Go to your Render Options Panel, leave the range type as Single. Stick the highest frame number in as the starting frame, the lowest as the ending frame and set the frame step as -1
~When you hit F10 you'll be prompted to set the sequence end frame to the same as the slider end frame - say no and away you go! |
![]() |
![]() |
![]() |
#3 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
|
![]()
Great stuff, thanks Mark!
Knew it had to be something that simple. So if I was to put in 5 (for example) as the frame step, it'd render every five frames? Cheers:beer: |
![]() |
![]() |
![]() |
#4 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
|
![]()
Ferzackerly!
Also, if you use 'Keyframe' as the render type it will render every keyframe in your scene - good for storyboards! |
![]() |
![]() |
![]() |
#5 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
|
![]()
Thanks again mark.
Have another question now, im creating an object thats basically a grid of long square rods, ive bezzled them though so the more I make the slower lightwave runs. I do have a powerful mac though (quad 2.5 ghz, 4.5 gigs ram) is there any way, like in layout, to tell modeller to devote more memory to calculations? cheers |
![]() |
![]() |
![]() |
#6 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
|
![]()
No unfortunately. The only memory management you have is the render segment limit which will simply devote more RAM to the render buffers (can help to speed up rendering time is all).
With the problems you describe, I'd say there's a couple of options open to you: (1) Set your bounding box threshold lower. This way, if large objects are causing LW to lag when you manipulate them, then this will cause LW to simply draw the object as it's bounding box when you manipulate it - speeding up the screen redraw and therefore responsiveness. (2) Replace your object with a low-res proxy. Essentially, create a lower resolution stand in model that has the same general dimensions as your hi-res one, then use the layout 'Replace' button to swap the object out. Remember to swap it back in though after you're done ![]() |
![]() |
![]() |
![]() |
#7 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
|
![]()
good info thanks. how do you set the bounding box threshold lower?
Ive ran into another problem, the good old boolean tool, I use the subtraction mode so much and never have any problems. With these bezzled blocks though its just not working, infact, it starts to load but then freezes up so I have to force quit lw! Fairly annoying when theyre very simple shapes. Can you help? ill attach a couple of pics to put you in the picture thanku |
![]() |
![]() |
![]() |
#8 |
Registered Member
Join Date: Feb 2005
Location: Sheffield
Posts: 45
|
![]()
heres just a basic block, it works with that...
|
![]() |
![]() |
![]() |
#9 |
Super Moderator
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
|
![]()
To change the bounding box threshold, hit 'd' for Display options and look about halfway down the panel. I generally keep it to around 500,000 polys on my machine (P4 3Gig/1Gig Ram 7800GT Video Card), but you'll need to experiment on your machine to get the best results.
As for the boolean operations, unfortunately they can be less than reliable on many occasions. It's a sad fact that you should always save your objects before trying the operation because they can (and often do) cause LW to crash. There are a number of things you can try to make life a little more reliable. First, try segmenting your main box - maybe try two or three slices horizontally through it, and one vertically. This give LW an easier time in calculating the new mesh. You might also need to try doing your subtractions in smaller quantities - really there's no real guidelines on this - just shifting the geometry slightly might even work in some instances... |
![]() |
![]() |
![]() |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
rendering | rick123456789 | Rendering, Lighting, Texturing and Effects | 4 | 27-12-2024 09:35 AM |
Rendering in reverse | Robsoyo | Rendering, Lighting, Texturing and Effects | 1 | 09-09-2006 11:39 AM |
Reverse IK Setup | seduceandrob | Animation | 1 | 27-03-2005 04:52 AM |
Rendering? | neoranger | LightWave Basics | 4 | 02-07-2004 08:22 AM |
HV rendering? | dugg | W.I.P | 0 | 16-03-2003 12:51 AM |
|