*3.6. Integration and the Problem of Previsualization*

Logic or common sense establishes an order when it comes to the integration of all the elements of the scenes. Once the geometries have been created, the textures made available, the look-dev has been worked on and the lighting, camera positions and eventual environmental effects and animations have been thought of, it is time to see what the scenes will look like.

But working according to a script has advantages: the challenges are already established, the range of possible decisions is narrower, a narrative structure that makes sense can be followed and the dimension of the result is more or less clear from the beginning. It is also possible to fit the pieces together without all the elements being finished, so that processes can be followed. For example, in this project it was possible to work in sequences, fitting elements into the layout and studying camera trajectories before the textures were applied.

As the time will ultimately arrive to check what the final result will look like, rendering must be performed. The usual and most sensible thing to do is to choose some frames first and process them, and then do the same with small sequences, using definitive textures (much more laborious for the machines) or materials depending on what you want to test.

Scenes with large amounts of information require a lot of calculation time and, therefore, necessary decisions must be postponed until the end of the computer processes. The experience of this project before and after using render engines for these tasks is clear: the entire scene must be passed to an engine of these characteristics in order to speed up the decision-making process as much as possible before the final calculations. The time required for pre-testing is drastically reduced in this way. This assertion is all the more valid when the final layout of the scenes is less studied, i.e., if there is no script, it is more essential to carry out tests with immediate visualizations.
