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Very nice image indeed. The long rendertime is probably also due to the fact that you are working with adpative antialiasing in combination with a lot of blurry materials. In that case simple two level (adaptive qmc in 1.46) will be faster. You will have to increase the material subdivisions though to get similar quality blurry reflections.
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hm, I can't compare improvement between 1.09.03r and 1.45 versions, our company is waiting for 1.5
anyway if I can remember all the settings, AA was 1,2 (maybe for that
high resolution 0,1 could be enough) ...QMC 0.88, 0.02, 22, subdivision of
blurry reflections (depending on material) between 10 and 12, catmull rom.
My guess is that the long render time is due to the Standard glass material and not the glossy reflections in the metal.
I would suggest that if you did a render with the glass hidden, that your render times would be a lot quicker.
There are workarounds to this but it generally means multiple passes.
dejaVu:
I'm not sure if by ''Standard glass material'' you mean using Standard instead of VRayMtl... Every object has VRayMtl added, Glass is made of reflective and refractive VRayMtl. When I looked on the progress of the rendering, generating of the rendered region of blurry-reflective metal lasted apx. 3 times longer than region of the glass with non-blured reflection.
Maybe sharing of the scene could solve some mystery about it but I can't share the file because of the contract with the client.
I wouldn't share a nice scene that nice anyways. You might end up seeing it copied & re-rendered & then labeled as their own work on their websites rather than giving credit to you. Not that we are a bunch of theives, but you know how 3d files pass along...
timmatron:
you're right, thats what I don't want to see as well
paulison:
no, I didn't try it without AA , and what about egz glass? I think it works with 1.45 or 46 only, while there is 1.09 on my machine. ..And I probably didn't understood well what dejaVu meant by ''multiple passes''
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