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  • Quality, fast rendering lighting possible?

    Hi all,

    Very new to V-Ray. I have a scene that is just panning a camera past a building and as the angle changes, the lighting gets very splotchy. Dark spots appear as I pass (incremental add to current map on a new fresh map with irradiance set to very low).

    On most angles the lighting looks good. I desire the look of the "very low" setting because shadows are harder. I just want the "spotting" to go away. An example of the spotting is this 3-frame example of a camera panning maybe 2 feet to the side per picture while the angle of the camera to the building shifts (and thus lighting):







    When I render using "Very High", the spots go away, but it basically increases render time by about 500x. Is there some setting I should consider other than cranking it up to Very High irradiance calculations? Even "High" and "Medium" (or animation settings of either) produce small amounts of splotches, "Very High" is the only setting that doesn't. Is there some other setting I should consider?

    I did up the sample size settings (I think default was 25/10?) to 100/40 and on very low light, that seemed to feather out the spots, but they were still very obvious. Right now on 100/40 with "Very High" it averages about 5 minutes per frame on a dual quad (x5365) xeon system with 16gb ram. So for a 1500 frame animation like mine, you're talkin 125 hours of rendering (+/- 10 hours from random frame times), or about 5 days of render time. LOL!

    Any suggestions to get lighting smooth without costing this much render time would be greatly appreciated!

    FWIW, here's a small sample of the low quality building scene I'm trying to pan, might be easier than the screenshots above:

    example.wmv (7mb)

    edit:

    I don't like the extra whiter lighting lines, but here's a quick example of the same thing with "Very High" settings. The splotching goes away, but also the simple look of it does too. The vertical lines are actual geometry and it looks very flat in "Very Low" settings, and I'm fine with that, but gets kinda weird and blurry in "Very High", but at least the dark spots go away. Even spots appear in "High" or "High Animation", they only ever go away with "Very High":

    exampleveryhigh.wmv (9MB WMV)

    Obviously I'm not going for hollywood with the google image overhanging door texture I quickly photoshopped and slapped on the building haha. I just want something simple! Not ultra realistic or expensive to render, just as simple and not "bad" and "dark spot/splotchy".. Something like this, but faster rendering than 5 days worth of render time.
    Last edited by om1nous; 09-12-2008, 07:32 AM.

  • #2
    om1nous,

    If you are doing an animation where the only thing moving is the camera you should have a look at this tutorial.

    http://www.spot3d.com/vray/help/150R...ials_imap2.htm

    You could probably render the clips you've uploaded in 10 - 20% of the time compared to doing it frame by frame. It also has the advantage of zero flickering.

    Hope that helps,

    Dan
    Dan Brew

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    • #3
      Thanks for the tip! I'm reading it now and I'll report back if this helps

      edit:

      So far, it's just crashing a lot during the light cache calculation phase . In looking at the tutorial, I'm trying to get my sample size correct and I guess my units are different. Well, he's on a scene that's inside and I'm using an exterior scene. So I need my samples very small I guess. He sets his sample size to 2.0, I set mine to 0.002, which is the smallest possible. He says I need to increase the subdivs to something that looks good but warns that it takes lots of RAM to calculate a lot of subdivs. So I try tripling what he's using for his small inside scene for my large outside scene, and I keep crashing while calculating around 5.xGB ram usage.

      Is there an internal limit to the amount MAX can use? I have nothing else running on this machine and it has 16GB ram. I'm not even nearing half physical usage and max is dieing

      crashonlightcache.jpg <--

      I tried it with less subdivs and it works ok. Around 5000 calculates fine. 7,500 or 10,000 it won't finish calculating.
      Last edited by om1nous; 09-12-2008, 12:24 PM.

      Comment


      • #4
        The LC sample size is waaay small!
        also i think u should switch the scale to world when calculating LC in flythrough mode
        Nuno de Castro

        www.ene-digital.com
        nuno@ene-digital.com
        00351 917593145

        Comment


        • #5
          So far the initial tests prove to be very appealing! I actually adopted their skylight for my exterior scene and although lightcache seems to be a bit grainy/sloppier than brute force, it's ok considering the speed increase. I did a "High" irradiance map and it was pretty darn good, but had some dingy areas. Now rendering a "Very High" and hope that clears it up but it's going to take about 4 hours to do 1500 frames (every 5th frame) so we'll see tomorrow.

          Thanks very much for this fly-through lighting technique! The renders I did with the old "High" quality irradiance map was fast enough to let me know I could render this whole thing in 1/5th the time!

          Comment


          • #6
            How are your results?
            --> http://www.tobyatwork.de
            --> http://www.scriptspot.com/blog/toby

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            • #7
              Thanks very much for this fly-through lighting technique! The renders I did with the old "High" quality irradiance map was fast enough to let me know I could render this whole thing in 1/5th the time!
              I'm glad you got it working. I'd be interested to see the results.

              Dan
              Dan Brew

              Comment


              • #8
                Originally posted by om1nous View Post
                Insane settings
                Whoa, haha. Where did you get those numbers from?

                I use 2mm sample size set to world and 2-3000 samples max (for incredibly high end stuff). The light cache is just to spead light around, detail comes from the IR map so you can get away with it being pretty rough.

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                • #9
                  @cubiclegangster

                  I use 2mm sample size set to world and 2-3000 samples max
                  Do you mean 2mm or 2cm? I normally use between 20 - 50mm. A sample size of 2mm must use a lot of memory.

                  Dan
                  Dan Brew

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                  • #10
                    I'm not sure what the world units are set to for this scene hehe, but when I zoom in and turn off the filtering and look at the sample size when I set it to 0.002, they look about the size of what's in the photograph. That's how I ended up with 0.002. Otherwise they were so huge that an entire side of the building was one sample (like at 0.2).

                    I'm working on an interior part of my lil animation at the moment so I can't show screens but I'll get some screenies up at some point today!

                    BTW it crashed after about 5 hours of trying to do every 5th frame on a 1200 frame animation using Very High settings. I set it to every 10th frame and it make a irradiance map that's over 1GB in size and completed successfully. The light is very smooth (although too bright) and is good enough for my simple needs . Thanks again for that great tip!

                    One strange thing is it literally loads the map for about 3 minutes when I try to render a single frame haha. 1GB file...

                    Comment


                    • #11
                      The pre-calc of your irradiance map can be optimized a little further, if you change your Image Sampler Type to Fixed with 1 Subdiv and switch off the reflection/refraction calculation in the Global Switches rollout.

                      Another tip, if not known already: Don't use the Use Interpolation option inside your materials, 'cos this would cause flickering in the final animation.
                      For stills, this type of irradiance-like caching works fine and is often way faster when dealing with glossy reflections/refractions instead of just cranking up the subdivision samples a lot.
                      --> http://www.tobyatwork.de
                      --> http://www.scriptspot.com/blog/toby

                      Comment


                      • #12
                        Originally posted by DanielBrew View Post
                        Do you mean 2mm or 2cm? I normally use between 20 - 50mm. A sample size of 2mm must use a lot of memory.

                        Dan

                        I meant to type 20, sorry

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                        • #13
                          That's ok, I was starting to get confused.

                          Dan
                          Dan Brew

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