Its heavily depend on resolution... I would start at -3 to -1/. The interporation controls blurr so 10-30 depends on model and so on. Its very fast to render so should not be hard to fine tune. Also subdiv sample 16-32...
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House Rendering - pool side
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yea i have been using interpolation recently to save on some render time, and i have to say it works very well with glossy materials, and it very efficient, recently i found these setting work nice
Min Rate:0
Max Rate: 0
Interpsamples: 80
Color threshold: .02
normal Threshold: .1 or .05
Original renders went for about 2:30 hours(really noisy) and using interpolation brought them down to a nice 1 hour (Really Clean)
You should also take into account your DMC threshold.
Tweak accordingly, hope that helps
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The min and max rate is basically resolution divider. So min -1 = ur resolution divided by 2 I believe. -2 is resolution divided by 3 and so on. Like IRR map basically... I would not use it for any detail reflections - like table touching wall etc etc. But a general unspecific reflections/refractions should work fine...
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I did notice that SolidRocks has a toggle for this. Of course, it's brute force, but it's there.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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it was modeled in Revit. it wasn't to bad... it rendered in about 6 hours at 6400x4800Originally posted by Nicinus View PostIt's a very nice scene, did you model it yourself in Max or did it come from CAD? How do you handle a 30 million poly scene?? I would go crazy just testing out all the materials.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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I think setting the blur to .001 and turning off bitmap filtering helped the most. Also, proxies were slowing things way down, so I only proxied the highest poly count elements, like the foreground trees. The stone didn't benefit with displacement on; a high bump did the job, so that was a major time saver.Originally posted by Nicinus View PostWhat made the biggest difference in getting it down from the long render times you had before?Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090 X2
- Windows 11 Pro
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