To save rendering time, or to avoid out-of-memory problems:
SelBadObjects on your model. Replace any bad objects.
File/Properties/RenderMesh to Jagged&Faster. If cracks appear between adjacent
surfaces, join them and render again.
Hide or turn
off the layers of any objects in your model that don't contribute to the
rendering, particularly things that are far away, behind other surfaces, or
Raytrace/Properties/Flamingo/Resolution on Viewport until you are ready to
render a final rendering for printing. This calculates just one pixel for each
one needed for screen display, nothing wasted. Or if you use a large viewport
for your modeling, set Raytrace/Properties/Flamingo/Resolution to Custom and
something very low like 200x160 until you are ready for final rendering.
When you are
adjusting colors and viewpoint and changing other small things about your
rendering, use Raytrace/QuickRenderWindow or Raytrace/RenderWindow That will
make rendering very fast, when you don't need to save your image to a file for
Raytrace/Properties/Flamingo/AntiAliasing at High/4X or lower, unless you
demonstrate that you need to devote more rendering time to this. See the Help
SpecialEffects off unless you have demonstrated that you need them for a
particular rendering. They are costly of computer time.
When you are
ready to render to save the image for printing on paper, change
Raytrace/Properties/Flamingo/Resolution to "Custom" and set the X and Y
sizes to whatever you need to make a good image for printing.
For 11x17 printing try a resolution of 1400x1000, calculating about 85 pixels
for each inch of paper. This will be adequate for wall display. If you need
finer quality, 150 pixels per inch of paper is probably as high as most color
printers will show improvement.
By making these resolution changes, you will save much time.
Turn off the trees when you are doing your trial renderings of other objects.
They are very time consuming.
Set the level of detail for your trees appropriately so no extra time is being
taken calculating leaves that you'll never see.
If you have large numbers of trees that are in the distance, render them once,
and make a bitmap of the appearance of those trees, and place it on a
"billboard" in the rear, so it looks the same, but the renderer doesn't have
to figure out the detail of the trees every time.
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