If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Exciting News: Chaos acquires EvolveLAB = AI-Powered Design.
To learn more, please visit this page!
New! You can now log in to the forums with your chaos.com account as well as your forum account.
Thanks, Vlado , is there a particular reason for switching to new color transformation ? Just curious.
Well, I've been told that some people like it better. And technically it is the correct thing to do; most things related to CG nowadays assume the sRGB color space; the CIE color space was a good idea, but it's very unconventional.
is it valid to use 0 on object´s subdivisions with fine geometry( example, grass)? or is not necessary
It's still valid. For some objects (hair, fur, ForestPro), V-Ray already knows to do this automatically. However for other geometry, setting it manually to 0.0 in the object properties might help.
What are your thought about scenes, where lighting is heavily dependent on Global Illumination , but Direct Lighting takes small part of it ?
Screenshots of elements attached.
Also i've rendered this with irradiance map and old universal settings (1-100 and that kind of stuff) , it took 46 minutes to finish , looked ok.
This new test is with bruteforce , i am trying to convince to switch workflow to bruteforce , so if i will get a nice looking "almost" clean image in reasonable time - well at least 1 hr 30 minutes - that will be great !
Do you think it is possible in this kind of situation ?
Lighting setup is not trivial really , but i cannot change that - not my domain... working with what i have.
I am trying to render with progressive sampler , settings are by default , limit of time is 46 minutes , to see what i can achieve in the same timeframe.
What i noticed is that for some reason there are a lot of AA samples on right wall. That is quite strange , there are more reflection details there , though isn't that handled by shading rays ?
Floor is heavily sampled because there is a contrasty texture on it , something like 3d checker pattern with black / grey / white.
Last edited by Oleg_Budeanu; 13-11-2015, 10:06 AM.
It's still valid. For some objects (hair, fur, ForestPro), V-Ray already knows to do this automatically. However for other geometry, setting it manually to 0.0 in the object properties might help.
Meh, indeed, sorry i was sloppy.
I assumed you were talking of procedural geometry (ie. fur/hair/forestpro and so on).
well yeah i am trying , but not really lucky for now
I just wonder why it places so much samples on right wall ? I have MSR of 20 , noise thresh of 0.005 and no local subdivs usage. No displace there or something. Only bump and reflection.
well yeah i am trying , but not really lucky for now
I just wonder why it places so much samples on right wall ? I have MSR of 20 , noise thresh of 0.005 and no local subdivs usage. No displace there or something. Only bump and reflection.
Well, you can get me the scene if you like and I can check what's going on. You can send it to vlado@chaosgroup.com
Sent it , thanks a lot ! it is in 2016 max only, hope that is fine.
Yes, thanks! So far it seems that a lot of noise is coming from a bounce card right outside the window (that's why the right wall is so hard to sample). I added a light portal on the window and it seems better, but if you can remove the bounce card or replace it with an actual light, it will be even better.
Also a lot of you materials are unrealistically bright (like the white tiles, which have close to full white diffuse and reflection), which adds to the noise.
If you don't need the render elements, you can disable them for an additional speed boost - especially the AO element produces a lot of additional rays (or at least you can reduce the sampling on the VRayDirt texture).
I added a light portal on the window and it seems better, ..........or replace it with an actual light, it will be even better.
Best regards,
Vlado
I have a similar situation. A very LARGE interior space (think warehouse size), with windows and the main light is GI from the vraysky. I added a dome light in skylight portal position, but things still seem very slow.
I have a similar situation. A very LARGE interior space (think warehouse size), with windows and the main light is GI from the vraysky. I added a dome light in skylight portal position, but things still seem very slow.
I don't know about dome light, I just added a rectangle portal light on the window.
Thanks Vlado.
Yeah here is a problem. This is not my lighting workflow , it may be strange, but that is how things are done here and my job is to try to squeeze best render time possible out of it.
I wonder if VRayLight portal changes lighting intencity ? As i understand it should not ? Also back plane is not just reflective , it has HDRi on it , imitating soft box light.
How do you think it can be worked around ? Do you think a vray light with this mapped texture can produce the same result ?
Comment