Hey,
so since my volcano scene is starting to take shape, I was trying to do a test rendering and ran into some problems.
I wanted to have a separate render pass for the smoke and fire, but as soon as I turned "visible to camera" off for the Phoenix Sim, rendertimes on the background went up quite drastically, compared to the combined test render I did before (doubled or tripled). I did some more testing and the slowdown happend at the parts of teh background, that were closest to the firesource.
I played around with a lot of settings (lowered grid based lighting from 3% to 0.1%, increased step size for lighting, increased/decreased step size for shadows), but I couldn?t get the rendering closer to the original combined rendertimes.
My idea how to fix this was:
Don?t render the fire at all in the background pass and replace it by a simple light, approximating the intensity of the Phoenix lighting. I?d also try and add some noise to the intensity. Problem: I?d lose the shadow from the phoenix source. But depending on the final lighting conditions this might be neglectable.
Is this the best way to increase overall rendertimes?
I?m right now also doing a test rendering of the scene where I added a total lighting and a atmospheric render element. But in the total lighting pass I get black areas where the fire/smoke element would be, which I?m wondering about if this would be a problem in compositing.
I will mostly want to do color corrections on the atmosphere pass and layer it on top of all Zdepth based compositing elements (DoF and distance Fog). I?m guessing that the fire/smoke element is so thick/intense, that there would be no background visible in the back areas, I?m just asking if I?m doing it right....
so since my volcano scene is starting to take shape, I was trying to do a test rendering and ran into some problems.
I wanted to have a separate render pass for the smoke and fire, but as soon as I turned "visible to camera" off for the Phoenix Sim, rendertimes on the background went up quite drastically, compared to the combined test render I did before (doubled or tripled). I did some more testing and the slowdown happend at the parts of teh background, that were closest to the firesource.
I played around with a lot of settings (lowered grid based lighting from 3% to 0.1%, increased step size for lighting, increased/decreased step size for shadows), but I couldn?t get the rendering closer to the original combined rendertimes.
My idea how to fix this was:
Don?t render the fire at all in the background pass and replace it by a simple light, approximating the intensity of the Phoenix lighting. I?d also try and add some noise to the intensity. Problem: I?d lose the shadow from the phoenix source. But depending on the final lighting conditions this might be neglectable.
Is this the best way to increase overall rendertimes?
I?m right now also doing a test rendering of the scene where I added a total lighting and a atmospheric render element. But in the total lighting pass I get black areas where the fire/smoke element would be, which I?m wondering about if this would be a problem in compositing.
I will mostly want to do color corrections on the atmosphere pass and layer it on top of all Zdepth based compositing elements (DoF and distance Fog). I?m guessing that the fire/smoke element is so thick/intense, that there would be no background visible in the back areas, I?m just asking if I?m doing it right....
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