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VRImage help please.

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  • #31
    Hi, Micha. I have 8gb of ram on my machine and it gets full with materials and it stops rendering or becomes really slow.
    I have tried your methods in your tutorial post. The scene renders fine when over-written with a default material.


    Originally posted by Micha_cg View Post
    So far I understand you don't need to set a lower output res for undersampling the GI, you can use the max rate at the IM options - 0 means IM is calculated at original resolution, -1 half resolution ... . The lC pass depends on the subdivs and sample size only.

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    • #32
      It also seems to be vray loads materials for hidden objects as well. Is there way to tell vray not to load materials if it is not visible in the view or hidden, or if their impact is not noticeable?

      Originally posted by puha0941 View Post
      Hi, Micha. I have 8gb of ram on my machine and it gets full with materials and it stops rendering or becomes really slow.
      I have tried your methods in your tutorial post. The scene renders fine when over-written with a default material.

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      • #33
        Hello, I have one more question about saved IR and LC. If I have a model and say, saved IR and LC for one view.
        Without changing a thing in the model, can I just change to a different view and render from the saved IR and LC? Would it give me an accurate result? Or do I need to save the IR and LC for every single views that I have?

        Could you please tell me how it works?


        Originally posted by svetlozar_draganov View Post
        In general calculating GI with different materials produce incorrect result, and it is not very recommended to do it, unless it is needed.
        If you really need it - try to create a simplified version of your materials. The alternative materials should be very similar to original ones, with optimized parameters for faster rendering.
        Using a single default material for calculating GI , or using materials with completely different properties will produce very odd result - like you mention in your post replacing window-material with wall-material will generate very strange result in the final rendering.
        Hiding objects with reflective and refractive properties also is not very good idea because if for example you have reflection and hide this objects when you generate GI maps it will not contain information about reflected objects and in the final rendering the objects seen in reflections wont have GI - same thing applies to the refractive ones.
        With some very careful replacement of the materials you could save some time - but you should be careful.
        Another good idea for optimizing GI is to calculate it in smaller resolution - for example if the final rendering is 3000x3000 - it is possible to calculate it in 2000x2000 or 1500x1500 , and in the final rendering switch back to original resolution - 30% difference between resolutions is almost unnoticeable, sometimes even 50% smaller resolution could produce very good results.

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        • #34
          These are view-dependent calcs so usually you can't change the view too much without having to recalc
          emil mertzel
          vray4rhinoWiki

          Lookinglass Architecture and Design

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          • #35
            Ah - I see. Thanks fooprobe!
            Originally posted by fooprobe View Post
            These are view-dependent calcs so usually you can't change the view too much without having to recalc

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            • #36
              Hello, Dalomar

              Can you still get all the different render passes if you save in vrimg? Is there something that I need to set up for it to work?

              Originally posted by dalomar_cg View Post
              Are you talking about a VRimg file or a vrMap file? A VRimg file is basically the raw rendered output and will work with any settings that you have. Basically the VRimage format writes the rendered information to a file bucket by bucket which releases the memory that would normally be used for keeping the image in memory. For large images, the memory needed for the image alone can be significant and releasing that memory can be enough to allow an image to be rendered.

              VRMap files are the saved Irradiance map files. These can be saved to be reused for another rendering, but don't actually display any sort of images. They can only be used with the Irradiance Map engine. Using a saved map can save memory as well, since the map can be read from the hard disk if memory is need for other processes.

              As far as whats taking up all of you're memory its most likely the geometry of your scene or the images that you're using as tetures.

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              • #37
                Hi Puha0941,

                Is there something that I need to set up for it to work?
                No, just set the output to .Vrimg and add few render channels.
                All of them should be saved to the output file when .Vrimg format is used.

                You can make a quick test, if you render a .Vrimg file with additional channels, the file will be larger.
                Tashko Zashev | chaos.com
                Chaos Support Representative | contact us

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