Hello everyone! I'm part of a group working on a very complex 9 minute short as our thesis and we're having a hard time cutting down our render times so I thought I'd start a thread on common places people go wrong in their render settings. I've already done a lot of research but we're still getting render times which are in the multiple to many hour (or even multiple day) range per each 1920-800 frame.
Here's what I know so far:
If you use Render Viewport Subdivision (which we are), make sure under settings you have the max subdivs set to no more than 3 or 4.
Brute force takes longer than Light Cache but doesn't flicker. With light cache, generate light cache maps to save the data from frame to frame for non-moving objects.
Use of the Vray Sphere Fade object and material can allow non-moving objects to be rendered with said light cache maps while the moving characters and only their immediate surroundings are rendered with brute force.
When setting up your scene, use references and instances to save on file size.
In general, the more subdivs on lights and GI settings and materials means longer render times. (For materials, we've pretty much been leaving them default but for lights have been bumping them from 8 to 16 or occasionally 32 to reduce noise. For GI, we have them set pretty high so as to keep up with our animation)
Depth of field adds to render times (ergo we are not using it, but are instead generating a zDepth pass with our render to composit in post).
Vertex Caching Animation can save render times for moving objects. (Though this is not our sole solution as even stills take exorbitant amounts of time)
Optimizing Scene Size can reduce render times
Hiding all objects not in frame can reduce render times
Turning off primary visibility or using a Matte Surface shader that's been turned to black does not increase render times as the objects are being analyzed as a fully transparent object (and Vray tends to render transparency slower from what I've noticed)
I'm probably missing some things that I've already tried, but would certainly be open to more suggestions. We're running out of ideas. Thank you!
Here's what I know so far:
If you use Render Viewport Subdivision (which we are), make sure under settings you have the max subdivs set to no more than 3 or 4.
Brute force takes longer than Light Cache but doesn't flicker. With light cache, generate light cache maps to save the data from frame to frame for non-moving objects.
Use of the Vray Sphere Fade object and material can allow non-moving objects to be rendered with said light cache maps while the moving characters and only their immediate surroundings are rendered with brute force.
When setting up your scene, use references and instances to save on file size.
In general, the more subdivs on lights and GI settings and materials means longer render times. (For materials, we've pretty much been leaving them default but for lights have been bumping them from 8 to 16 or occasionally 32 to reduce noise. For GI, we have them set pretty high so as to keep up with our animation)
Depth of field adds to render times (ergo we are not using it, but are instead generating a zDepth pass with our render to composit in post).
Vertex Caching Animation can save render times for moving objects. (Though this is not our sole solution as even stills take exorbitant amounts of time)
Optimizing Scene Size can reduce render times
Hiding all objects not in frame can reduce render times
Turning off primary visibility or using a Matte Surface shader that's been turned to black does not increase render times as the objects are being analyzed as a fully transparent object (and Vray tends to render transparency slower from what I've noticed)
I'm probably missing some things that I've already tried, but would certainly be open to more suggestions. We're running out of ideas. Thank you!
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