No way does a "32 bit render" take more time. There is no such thing as a 32bit render. Internally, the image handled fully linear. For saving you can choose a variety of formats. 32bit does take a bit longer to save, but it doesn't take longer to render, because it is all the same.
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Originally posted by glorybound View PostI never thought about that. How much longer?Best regards,
Jackie Teh
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3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
Website: https://www.sporadicstudio.com
Email: info@sporadicstudio.com
YouTube: https://www.youtube.com/c/SporadicStudio
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Originally posted by Ihno View PostCorrect me if I'm wrong but that can't be right.
MR was able to render in 16 bit or 32bit but from what I know vray renders in 32bit only (maybe internally even more).
I think MR kept the 16 bit mode because in 32 bit they had massive problems with fireflys.
32bit exrs are a little bigger and could take slightly longer to save. But that shouldn't be much unless your renderslave is connected with wlan and your server and wlan router are ancient.
Could disk space be the reason?
For stills, it shouldn't really matter though.
about the fireflys it happen to me sometime, if turn up the setting if will solve the problem, but take longer to render.Best regards,
Jackie Teh
--
3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
Website: https://www.sporadicstudio.com
Email: info@sporadicstudio.com
YouTube: https://www.youtube.com/c/SporadicStudio
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Originally posted by kosso_olli View PostNo way does a "32 bit render" take more time. There is no such thing as a 32bit render. Internally, the image handled fully linear. For saving you can choose a variety of formats. 32bit does take a bit longer to save, but it doesn't take longer to render, because it is all the same.Best regards,
Jackie Teh
--
3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
Website: https://www.sporadicstudio.com
Email: info@sporadicstudio.com
YouTube: https://www.youtube.com/c/SporadicStudio
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Hi, here is a some update for this images, the design of the house has changed require by client, i have change the lighting to HDRI and the render time has increase a lot, almost 4 hours to render in 4000px, i am still playing the setting and try to reduce the rendering time.
critique and comment are most welcome, thank you.Best regards,
Jackie Teh
--
3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
Website: https://www.sporadicstudio.com
Email: info@sporadicstudio.com
YouTube: https://www.youtube.com/c/SporadicStudio
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Hi Jackieteh, the building itself is much better on this latest round. I love the reflections of the sky and the nice gradient of the sky above the building. What a difference!
There are a few minor things that stand out to me, if you're interested.
The gamma on the background image is not the same as the main image, the darkest dark on the background doesn't match the darkest dark on the foreground.
The sidewalk looks more coarse and that's cool, sometimes with oblique angles like this using a vrayHDRI map instead of a bitmap node and setting the filtering to 'elliptical' can help. You might try that for the textures on the sidewalk and the roof.
The shadow angle on the building from the overhang is not the same as on the people, at least to my eye. On the first one they seems more in line.
One thing that stands out to me is just how much blue exists on the foreground grass. For some reason it seems over saturated to me, I feel like the bounced GI sun light would cancel out some of that in reality. If it's an artistic choice that's cool.
The last thing is that the building seems to have a very good range of color and saturation and the green of the grass (mostly) and trees seems a tiny bit over the top in comparison.
Nice work!
Best,
Alfred
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Hi Deflaminis,
Thank you for your input.
The sidewalk looks more coarse and that's cool, sometimes with oblique angles like this using a vrayHDRI map instead of a bitmap node and setting the filtering to 'elliptical' can help. You might try that for the textures on the sidewalk and the roof.
I want to try this, but i cannot the 'elliptical' filtering in VrayHDRI map, or i misunderstand what you want to tell me, could please give me some example?
One thing that stands out to me is just how much blue exists on the foreground grass. For some reason it seems over saturated to me, I feel like the bounced GI sun light would cancel out some of that in reality. If it's an artistic choice that's cool.
Do you mean put a vray sun in the scene for GI bounced?
Best regards,
Jackie Teh
--
3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
Website: https://www.sporadicstudio.com
Email: info@sporadicstudio.com
YouTube: https://www.youtube.com/c/SporadicStudio
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Hello Jackieteh, You can find it here in the help. https://docs.chaosgroup.com/display/...DRI-Processing
It's nothing fancy but can perform AA differently at extreme angles and keep some texture detail. Might not help but worth a shot.
Best Regards,
Alfred
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Originally posted by Deflaminis View PostHello Jackieteh, You can find it here in the help. https://docs.chaosgroup.com/display/...DRI-Processing
It's nothing fancy but can perform AA differently at extreme angles and keep some texture detail. Might not help but worth a shot.
Best Regards,
AlfredBest regards,
Jackie Teh
--
3ds max design 2023, V-Ray 7 [7.00.03 build 32836]
AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
Website: https://www.sporadicstudio.com
Email: info@sporadicstudio.com
YouTube: https://www.youtube.com/c/SporadicStudio
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