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Some people were confused
by comments in the WinHEC keynote about the display
options.
You mean that the 32-bit system
was shown with many of the available OpenGL view
options turned off, while the 64-bit system had
them turned on? The intention of that portion
of the presentation was to show the typical limitations
currently encountered when dealing with extremely
high-resolution detailed scenes. The intent wasn't
to say that you couldn't turn on textured OpenGL
settings currently, but to illustrate how the
systems would slow down considerably when dealing
with such heavy scenes. Thus, many artists find
themselves foregoing those more resource hungry
settings for the sake of speeding up the workflow.
With increased ram overhead and coming system
hardware advancements on 64-bit systems this will
become less of a problem.
What was your biggest challenge
for this project?
Frankly, I had to entirely
rethink how I approached this production. So many
limitations were removed with the 64-bit LightWave
systems that it took me a couple of days for it
to really sink in. After that, I just started
throwing as much complexity into scenes as possible.
I had to reprogram my brain to not break things
into typical layers. Typically I always break
my renders into layers for creative finessing
in final compositing. It's not that 64-bit will
eliminate layered compositing, but that it will
allow those layers to be so much more complex.
Also, it made me realize how much of the layering
I'm doing is actually due to inherent 32-bit system
limitations. I had 32 GB of RAM to play with and
I used 31 GB for the LightWave scene leaving the
remaining 1 GB for the OS. I pushed it absolutely
as far as I could go!
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