MR Subsurface and Final gathering

Discussions about rendering in SOFTIMAGE©
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Maximus
Posts: 1121
Joined: 09 Jun 2009, 13:45

MR Subsurface and Final gathering

Post by Maximus » 06 Oct 2012, 21:09

Hey guys i have a problem, i've setup a fairly simple scene with FG settings very very low, like 32rays/15 points.
The mesh is a single mesh not even 10000 polygons.
I've applied a SSS2 shader plugged into architectural additional color, the usual setup to use mia_mat reflections etc.

The problem is that the lightmap calculation when its rendered with final gathering is ridicolously slow even for a simple geometry and scene like this.
Litterally havin a sphere on a plane it takes more than 1 minute to compute the lightmap with FG turned on.
Also i have to do it everytime i render it.

- Is it normal to have this stupid render time for a sphere on a plane?, Switching FG off takes like 10 seconds to calculate lightmap. But with FG on its just a nightmare, cant imagine with more complex lighting/scene

- Is there a way to cache the lightmap so it doesnt recalculate every damn time i hit render? even if i dont change the scene or ligting.

I have really low settings..this is drivin me nuts-

Max

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Mathaeus
Posts: 1778
Joined: 08 Jun 2009, 19:11
Location: Zagreb, Croatia

Re: MR Subsurface and Final gathering

Post by Mathaeus » 06 Oct 2012, 22:51

maybe this could help.
About caching, probably just to disconnect the lightmap, once you already rendered one. It worked last time I played with mi_sss stuff, around XSI 6.