Old Room
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Old Room
Hi all, i'm working on this still image. This is just a clay render (except for the lamp that obviously ha to be transparent).
The texturing is already done, but i need to tweak few things cause the final rendering i launched yesterday night took 9 hours just to do a 60%.
C&C welcome ^^
The texturing is already done, but i need to tweak few things cause the final rendering i launched yesterday night took 9 hours just to do a 60%.
C&C welcome ^^
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Rork
- Posts: 1359
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- Location: Close to The Hague, Netherlands
Re: Old Room
9 hours for 60%???
There's something really wrong in your scene if there's only one lightsource...... ;)
There's something really wrong in your scene if there's only one lightsource...... ;)
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So long, and thanks for all the Fish!!
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Re: Old Room
I know, that's why i posted here, hoping that with some suggestions i can refine my render settings.Rork wrote:9 hours for 60%???![]()
There's something really wrong in your scene if there's only one lightsource...... ;)
I attached my render settings.
The lights sources are two, the blue one acting like a windows, is a portal light with 10 U and V samples for the shadows. The lamp is a spheric area light with 10 samples too.
All the material with gloss reflection has between the 8 and the 32 samples for it.
There're a lot of reflective materials in the scene, and also a HDRI map for the environment reflection (the room has only two wall, the two behind the camera are open to allow the object to take the reflection from the HDRI map.
The final gathering itseld doesn't take long, both for the clay render and for the textured one. It took about 15 min to render the clay image (not the FG, the whole render)
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Fer
- Posts: 52
- Joined: 03 May 2011, 12:38
Re: Old Room
Sampling ! Found it. Way over kill. start low with min -1 max 1 and threshold of 0.075 and so.
A good bet is Min 0 max 2 threshold of .040.
A good bet is Min 0 max 2 threshold of .040.
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Re: Old Room
thanks, i'll give a try, hoping to not get to much noisy border ^^
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fabilabo
- Posts: 69
- Joined: 28 Jan 2010, 12:13
Re: Old Room
and light sample, 10 to 3/4 is good, i guess, maybe you can shared your FG settings.
If you render at 1000x562, the clay render should be at 10 mn max on a decent workstation
If you render at 1000x562, the clay render should be at 10 mn max on a decent workstation
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Rork
- Posts: 1359
- Joined: 09 Jul 2009, 06:59
- Location: Close to The Hague, Netherlands
Re: Old Room
for that small an image rendertimes for the clay one should be minutes on a decent pc. Not sure what you're pc is running with ;)
I've not dabbled with MR rendering for a while, but it's mostly a combination between the area light and material samples. MR is notoriously slow with stuff like that out of the box.
AA settings are a tad high, lower that first. Care to post a low quality render of the shaded scene to see what happens?
I've not dabbled with MR rendering for a while, but it's mostly a combination between the area light and material samples. MR is notoriously slow with stuff like that out of the box.
AA settings are a tad high, lower that first. Care to post a low quality render of the shaded scene to see what happens?
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
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Maximus
- Posts: 1121
- Joined: 09 Jun 2009, 13:45
Re: Old Room
Try to switch to unified sampling:
min: 1
max: 30
Quality: 2
cutoff :0
__________
Set the filter to Gaussian at 1.8
Set the light samples at 8, all the glossy materials set at 16
see how it goes.
min: 1
max: 30
Quality: 2
cutoff :0
__________
Set the filter to Gaussian at 1.8
Set the light samples at 8, all the glossy materials set at 16
see how it goes.
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Re: Old Room
alright, i tuned the setting that Maximus suggested and launching a rendering al 500x281 to see what happens.
Btw the final gathering is set to 128 rays with 15 points, presamble density 15 and 1 of filter size. Trace Depth is 10 for Refl and Refr, 20 combinet and 1 Diffuse.
Also, my workstation specs:
Processor: i7-2600k , 3.40Ghz
Ram: 8gb
GPU: Nvidia GTX570- graphic clock 800mhz, memory clock 2000mhz, processor clock 1600mhz
OS: Windows 7 64bit.
Btw the final gathering is set to 128 rays with 15 points, presamble density 15 and 1 of filter size. Trace Depth is 10 for Refl and Refr, 20 combinet and 1 Diffuse.
Also, my workstation specs:
Processor: i7-2600k , 3.40Ghz
Ram: 8gb
GPU: Nvidia GTX570- graphic clock 800mhz, memory clock 2000mhz, processor clock 1600mhz
OS: Windows 7 64bit.
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Re: Old Room
btw thanks to everyone for the suggestion, stay tuned for the result 
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Re: Old Room
Alright, i've done a clay one with Maximus suggested settings, it took 21 min. The quality is very good, tonight i'll launch a 1280x720 for the final one.
Dunno if the 21min for this render is too much, but if the workstation is good and the settings too, i really don't know what can i do to improve it.
Here it is:
Dunno if the 21min for this render is too much, but if the workstation is good and the settings too, i really don't know what can i do to improve it.
Here it is:
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Re: Old Room
sorry my mistake, presampling is a 0,5.fabilabo wrote:presampling at 15 ? try 1 !
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Rork
- Posts: 1359
- Joined: 09 Jul 2009, 06:59
- Location: Close to The Hague, Netherlands
Re: Old Room
I have an idea....
Let's set up a render challenge, and set up for two renders:
- one with the clay render as 'base line' render test for time on the hardware used.
- one completely textured scene.
You supply the basic scene with the two lights, so everybody will have the same base scene. This scene will be used as is, no tinkering/moving lights and camera's etc.
CGTalk has a dedicated section for this, it might be fun to start this over here. Everybody shares material/light/rendersettings for comparison.
What do you think, want to share the scene and (maybe) start a tradition?
rob
Let's set up a render challenge, and set up for two renders:
- one with the clay render as 'base line' render test for time on the hardware used.
- one completely textured scene.
You supply the basic scene with the two lights, so everybody will have the same base scene. This scene will be used as is, no tinkering/moving lights and camera's etc.
CGTalk has a dedicated section for this, it might be fun to start this over here. Everybody shares material/light/rendersettings for comparison.
What do you think, want to share the scene and (maybe) start a tradition?
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
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Diurno
- Posts: 242
- Joined: 10 Jun 2009, 07:50
Re: Old Room
ok, i rendered tonight, it took 4h. Sadly, i've to say i'm not very happy for the result, cause some materials is still grainy...
@Rork: the idea sounds good to me, i can share the scene, but i used Enhance Xsi texture for some object, so everybody need to have it or we have to change some materials.
@Rork: the idea sounds good to me, i can share the scene, but i used Enhance Xsi texture for some object, so everybody need to have it or we have to change some materials.
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Rork
- Posts: 1359
- Joined: 09 Jul 2009, 06:59
- Location: Close to The Hague, Netherlands
Re: Old Room
Hi,
Great!!
The idea is you share the scene with just the clay material. That way we can test rendertimes on the scene for a base comparison between cpu's.
The textured scene is for everybody to explore, the sky is the limit ;)
Let me know if you need help, pm me if necessary.
rob
Great!!
The idea is you share the scene with just the clay material. That way we can test rendertimes on the scene for a base comparison between cpu's.
The textured scene is for everybody to explore, the sky is the limit ;)
Let me know if you need help, pm me if necessary.
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!