well in 3ds max you can apply a shape to the particles and when you render them it will show that shape to every single particle.. in this case they are just simple spheres.. then im telling the particles to stick to the body of the genie and die of after a second.. at that same time the geometry of the genie is hidden by an opacity map and it will remove the opacity map over that same time, so it will look like the particles become the genie.. but what is actually happen is that the particles just die off and the genie appears, so there are actually two separate process going on
its really not that long.. its 232 frames which means 232 render, so 53 minutes for 232 render means, 13 sec per render.. see, thats really not that long.. the problem is the amount of frames that needs to be render and even if it only took one second to render a frames it s still 232 seconds.. it just takes time to render an animation
well thats the problem.. if you want high end renders then these can take up to 10 minutes render time per frame.. and lets say we want a movie of 30 secs then we are going to need 30 frames for 1 sec then we going to end up with 900 frames that needs to be rendered.. now 900 frames times 10 minutes of render time is 9000 minutes total, which is 150 hours, so thats more then 6 days.. 6 days for 30 secs of animation is just not worth it..
of course, companies like disney and pixar use high end hardware, but what they also use are render frames, so they can do a lot more render work at the same time, which of course speeds up the render times a lot too.. simple said, if you let two machines do the work instead of one you speed to the rendering process twice as much too.. now render farms can exist out of as many computers as you want depending on how much the render software will control too, of course.. im just using one pc since i dont have the budget of these big companies.. i wish i had
im using a 8 core machine something something.. with 16 gb intern and euhm a nvidia geforce gtx card
Well done! That´s Pf source? And I wonder if your animation freezes in the viewport while you´re configuring it, depending on the volume of the particles... that can be pretty annoying, do you do anything to get rid of that problem?
yes, its done with a pf sources.. your problem is really easy to fix though.. what you need to do is lower the particles that are actually visible on your screen.. there a percentage thing which you can set to for example on 10% and it will only show 10% of all the particles that are actually in your scene.. this will speed up your viewport a lot, especially if you have lots of particles inside your scene