We are experiencing long rendering times in our 15-30 sec interior animation. So we were wondering if there is something we can change in our workflow to speed up the render times and maintain a similar quality level. I have included an image of the scene to help, please let me know if you need any further clarification. Thanks.
Current Workflow
1.Final output: LWF, 864x486, 30fps, 16-bit Tiff > CC > DVD
2.AA: AdaptiveSub, Mitchell or Area depending on scene
3.AA: -1,2 or 0,3
4.AA: Clr thresh 0.05
5.rQMC Nosie: 0.005
6.rQMC Global: 1.0
7.IR Map + LC, Load saved map > Render on BB
8.IR Map: Multiframe Incremental (every 30th)
Med-Animation, HSph=20 or 30, Interp=20.
Sample lookup: Density-based
9.LC: Fly-through, Scale=Screen, SubD=2000
SampleSize=0.03, Store with Direct Light
Pre-filter off, Filer=Nearest10, Use LC glossy-ray Checked
10.>>> RENDER IRMAP <<<
11.Load up the IR Map and turn off LC, send to BB.
12.>>> RENDER FINAL IMAGE <<<
Questions
Irradiance Map as 1st bounce
1.The frame seems to render a lot faster if we load up a saved IR map that was rendered with Reflect/Refractive in the global switches UNCHECKED. Is this ok to do?
Light cache as 2nd bounce
1.If we stick with Screen, and still getting noisy surface, should we keep raising the LC SubD?
2.If we switch to World Scale, how to we determine the sample size value?
3.LC seems to be burned on the IR Map that was saved out, so is it not necessary to save out the LC separately?
4.Since the LC seems to be burned onto the IR Map, is it ok to turn second bounce off for the final rendering? Or should we leave it on?
Lights
1.Should all lights be set to Store with IR map?
2.Should we use instance lights as much as possible?
3.When should we use No Decay?
Materials
1.Currently we don’t use interpolation. Should we stay away from using it?
2.If we don’t use interpolation, our materials require much higher subdivs when reflection glossiness is set to anything lower then 1.0. How high is too high for subdivs?
3.Should we set the material BRDF to Ward to exaggerate a lower reflection glossiness setting?
Current Workflow
1.Final output: LWF, 864x486, 30fps, 16-bit Tiff > CC > DVD
2.AA: AdaptiveSub, Mitchell or Area depending on scene
3.AA: -1,2 or 0,3
4.AA: Clr thresh 0.05
5.rQMC Nosie: 0.005
6.rQMC Global: 1.0
7.IR Map + LC, Load saved map > Render on BB
8.IR Map: Multiframe Incremental (every 30th)
Med-Animation, HSph=20 or 30, Interp=20.
Sample lookup: Density-based
9.LC: Fly-through, Scale=Screen, SubD=2000
SampleSize=0.03, Store with Direct Light
Pre-filter off, Filer=Nearest10, Use LC glossy-ray Checked
10.>>> RENDER IRMAP <<<
11.Load up the IR Map and turn off LC, send to BB.
12.>>> RENDER FINAL IMAGE <<<
Questions
Irradiance Map as 1st bounce
1.The frame seems to render a lot faster if we load up a saved IR map that was rendered with Reflect/Refractive in the global switches UNCHECKED. Is this ok to do?
Light cache as 2nd bounce
1.If we stick with Screen, and still getting noisy surface, should we keep raising the LC SubD?
2.If we switch to World Scale, how to we determine the sample size value?
3.LC seems to be burned on the IR Map that was saved out, so is it not necessary to save out the LC separately?
4.Since the LC seems to be burned onto the IR Map, is it ok to turn second bounce off for the final rendering? Or should we leave it on?
Lights
1.Should all lights be set to Store with IR map?
2.Should we use instance lights as much as possible?
3.When should we use No Decay?
Materials
1.Currently we don’t use interpolation. Should we stay away from using it?
2.If we don’t use interpolation, our materials require much higher subdivs when reflection glossiness is set to anything lower then 1.0. How high is too high for subdivs?
3.Should we set the material BRDF to Ward to exaggerate a lower reflection glossiness setting?
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