Hi,
I have noticed a very annoying thing while rendering clear plastic/glass.
I made a material:
diffuse=white (255)
reflection= near white, fresnel checked
refraction=white (255)
reflect on backside is turned on
This renders fine.
Now when I turn down the refraction color to 245 instead of 255, rendertimes triple...
Without GI, rendertimes for both materials are nearly the same.
It doesn't matter what I use for secondary bounces, problem remains te same.
In first bounce I have irradiance map. Sample lookup or interpolation type have no effect, the 245 material is always 3 times slower.
When I render the GI part only, the 245 material is about 2 times slower.
The actual rendering part (so without GI calculations) is about 3.5 times slower for the 245 material.
So I thought, I will render the IR map with the 255 material, then save it, load it again and change the material to the 245. That way I can speed up the IR map part by 50%. BUT! Rendering the 245 material with the 255 IR map takes 2.5 times longer than with the 245 IR map! So that's even slower in total.
Why is there such a big difference? Is it that more difficult for vray to tint each pixel a bit with the white of the diffuse?
I can't get the same effect using fog color and 255 for refraction. I need the whitish tint refraction color gives me. By using fog, the material gets tinted darker always.
Probably the client will like the 255 material better, but I don't, and still like to know where the speed difference comes from.
Here's my testscene: http://users.pandora.be/stor1/vray/refraction.zip
The visual difference between the 2 materials is not big in my testscene, but it is in the real scene I want to use it for.
Any help greatly appreciated!
wouter
I have noticed a very annoying thing while rendering clear plastic/glass.
I made a material:
diffuse=white (255)
reflection= near white, fresnel checked
refraction=white (255)
reflect on backside is turned on
This renders fine.
Now when I turn down the refraction color to 245 instead of 255, rendertimes triple...
Without GI, rendertimes for both materials are nearly the same.
It doesn't matter what I use for secondary bounces, problem remains te same.
In first bounce I have irradiance map. Sample lookup or interpolation type have no effect, the 245 material is always 3 times slower.
When I render the GI part only, the 245 material is about 2 times slower.
The actual rendering part (so without GI calculations) is about 3.5 times slower for the 245 material.
So I thought, I will render the IR map with the 255 material, then save it, load it again and change the material to the 245. That way I can speed up the IR map part by 50%. BUT! Rendering the 245 material with the 255 IR map takes 2.5 times longer than with the 245 IR map! So that's even slower in total.
Why is there such a big difference? Is it that more difficult for vray to tint each pixel a bit with the white of the diffuse?
I can't get the same effect using fog color and 255 for refraction. I need the whitish tint refraction color gives me. By using fog, the material gets tinted darker always.
Probably the client will like the 255 material better, but I don't, and still like to know where the speed difference comes from.
Here's my testscene: http://users.pandora.be/stor1/vray/refraction.zip
The visual difference between the 2 materials is not big in my testscene, but it is in the real scene I want to use it for.
Any help greatly appreciated!
wouter
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