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  • #16
    Small buckets are bad for ir map calculation. Try to use buckets of 50px wide and then min/max to -8-1 just as a test. It will do pass 1 and then skips pas 2/3/4 because buckets are too small. Imo, 64 is the best all round value, and with high resolutions (2400px and more), 128 is better.
    Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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    • #17
      could be wrong

      I could be wrong on this one, but it looks like Jujubee is using the single frame methond for his ir map. Couldn't he calculate the irmap at a lower resolution, say 1445x935 and use that for his final image? It won't take care of the noise, but once he's figured out those settings at a lower resolution, it would speed up the final rendering.

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      • #18
        Originally posted by flipside
        Small buckets are bad for ir map calculation. Try to use buckets of 50px wide and then min/max to -8-1 just as a test. It will do pass 1 and then skips pas 2/3/4 because buckets are too small. Imo, 64 is the best all round value, and with high resolutions (2400px and more), 128 is better.
        I did some tests before, and My render times were faster using a larger buckets. 128 works better than 64, atleast in my experience.

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        • #19
          yah larger buckets will speed up the overall render, at the cost of added memory....
          ____________________________________

          "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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          • #20
            Correct me if im wrong (probabaly am) but when you increase the resolution cant you decrease the IRmap min/max rates and still get equal results to that of a smaller res render with higher min/max rates.

            Like couldnt juju drop his to -5/-3 and still get a decent looking render?

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            • #21
              Originally posted by DaForce
              Correct me if im wrong (probabaly am) but when you increase the resolution cant you decrease the IRmap min/max rates and still get equal results to that of a smaller res render with higher min/max rates.

              Like couldnt juju drop his to -5/-3 and still get a decent looking render?
              I believe you are correct, at least that's what I have read. It seems to work for me.
              Chris
              The Revitlution

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              • #22
                Like couldnt juju drop his to -5/-3 and still get a decent looking render?
                Is there any formula/ratio list to this size/res vs. min/max rates???
                LunarStudio Architectural Renderings
                HDRSource HDR & sIBL Libraries
                Lunarlog - LunarStudio and HDRSource Blog

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                • #23
                  I think you you can lower by 1 each time the resolutions doubles...mmm saw it somewhere let me look..... ahhh ha
                  hehehe its in your own thread!!! 4th post from the bottom by s0real

                  http://www.chaosgroup.com/forum/phpB...lution+min+max

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                  • #24
                    that's bad when the answer lies within your own post. I'm going to go find a rock to hide under now:

                    Originally posted by s0real
                    640x480 min rate -3 max rate -1 (medium setting)
                    1280x960 min rate -4 max rate -2 (custom)
                    2560x1920 min rate -5 max rate -3 (custom)
                    Flipside mentioned -3, 0 at 800x600 in that post but it was mentioned here that 0 doesnt allow for undersampling.
                    LunarStudio Architectural Renderings
                    HDRSource HDR & sIBL Libraries
                    Lunarlog - LunarStudio and HDRSource Blog

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                    • #25
                      yes but I was wrong.
                      ____________________________________

                      "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

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                      • #26
                        Well it does and it doesn't

                        If the samples were set to 0,0 then there would be no undersampling. At -3,0 some parts of the image will be undersampled at -3 ( pixels/4 samples), -2 , -1 and then 0 ( 1 sample per pixel) depending on the threshold values. Atleast that is how I understand it...
                        Eric Boer
                        Dev

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                        • #27
                          where's that rock again?
                          LunarStudio Architectural Renderings
                          HDRSource HDR & sIBL Libraries
                          Lunarlog - LunarStudio and HDRSource Blog

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                          • #28
                            I am under it studying

                            edit: ok maybe that is right :P up there ^
                            Eric Boer
                            Dev

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                            • #29
                              Guys, IMHO with this size of a rendering (2900x1900) set IRR map to "very low" preset or even faster like ~-5;-3.
                              It makes no sense to add such a fine detail to the big print sized 11x17. Lots of those IRR map tiny details get lost in print and under your textures anyways.
                              I recommend IRR settings:
                              - "very low" hsph 60, interp 35 (to smoothen things out - cause you`re using low settings).
                              Then I would fiddle with QMC:
                              - starting from adapt 0,9, noise 0,005 and going up when needed. I would leave the min samples at their default here or even strike it to 10.
                              Remember, bigger renderings do not neccessarily need higher settings! (IMHO - basing on my experience)

                              Cheers!
                              http://miroslawski.net

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                              • #30
                                It's pretty easy really. -3/0 means that:

                                - in pass 1 (-3): IR map is calculated for the image at /8 its size (2*2*2). So for an 800*600 image the first pass is calculated for 100*75.
                                - pass 2 (-2): Info of pass 1 is used, and refined for the image at /4 size
                                - pass 3 (-1): Info of pass 2 is used, and refined for the image at /2 size
                                - pass 4 (0): Info of pass 3 isused, and refined for the image at full size

                                So the undersampling lies in the first 3 passes. The last pass is not undersampled but since it uses the info of the previous passes it doesn't need to refine the GI in all areas. (vray knows where the 'difficult' GI areas are, and only if they don't meet up to the thresholds like clr and dist, there will be taken more samples)

                                So the undersampling is simply used to find out where the GI needs lots of attention and where not.

                                This is also why the first pass can take a long time compared to the second for example. In the first pass, there is no info of a previous one available.

                                This also explains why too small bucket size is not good for IR map caclulations. Vray computes the IR map for each bucket, for example of size 50*50. First pass with min/max at -5/2: 50/2/2/2/2/2 ---> ir will be computed for a 1.5625*1.5625 bucket size... Not very usefull. So for high res renders where you usually use lower min/max rates, use bigger buckets!! Also each bucket needs to be adjusted to its neighbouring one to make sure you don't see sudden shifts in GI light, the less buckets you have, the less adaptation will be needed.

                                A similar post of me was added to vray.info a long time ago:
                                http://www.vray.info/topics/t0101.asp
                                Aversis 3D | Download High Quality HDRI Maps | Vray Tutorials | Free Texture Maps

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