The global subdiv multiplier is too much of a bazooka... But the VMC should do the trick. I even have it installed already. How come I didn't think of it?
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Bertrand:
Something is really strange about that Chicago Loft scene...
I had a play with it and then i imported some of the assets into a scene of mine.....not only it started generating more noise, BUT it completely broke the ability to render the scene in DR.
I ve posted the problem here:
http://www.chaosgroup.com/forums/vbu...tered-this-one
the floor is so hard to get noiselessMartin
http://www.pixelbox.cz
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Originally posted by PIXELBOX_SRO View Postthe floor is so hard to get noiseless
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llab:
what sort of LC settign do you use? do you use retrace threshold at all? Prefilter??? Thanks!
Rivoli:
yep i had o increase that a lotMartin
http://www.pixelbox.cz
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WOW...i must say your settigns are amazing llab!!!!
not only the rendering is fast, but the image is absolutely noiseless! (well just with a level of noise i love to use)
THANKS A LOT!Last edited by PIXELBOX_SRO; 28-01-2012, 05:35 AM.Martin
http://www.pixelbox.cz
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Yes, thank you stefan, and of course everybody that input on this thread.
I'm doing some tests with your settings on a "real" scene and so far, so good.
One thing I noticed in my tests so far, is that the glossiness amount of a vray material has large effect on render time and memory.
I had an object with a glossy level of .95 and by changing that to .8 the rendering time reduced from about 8 hours to 6...Also, before changing that, the LC was taking closer to an hour, and after the change to .8 LC finished in 8-10 minutes. Will post images later...
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I was just thinking that a "Vray Subdivision Lister" that listed and gave access to all the various material/light/gi subdivisions used by Vray, would be a really handy add-on. It would certainly make experimenting with these workflows, and tracking your scene quality settings, vastly easier. I often have so many layered and mixed materials that it is very easy to lose track.
Unfortunately I can't script
/b
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Was thinking something similar brett - something that'd iterate through all of your materials and if for example they have a glosiness of one, then 8 subdivs is fine, if they were glossy .9, then 64, glossy 8 were 128 and so on - just as a way of making quick broad strokes and experimentations.
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Originally posted by joconnell View PostWas thinking something similar brett - something that'd iterate through all of your materials and if for example they have a glosiness of one, then 8 subdivs is fine, if they were glossy .9, then 64, glossy 8 were 128 and so on - just as a way of making quick broad strokes and experimentations.Alessandro
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Well I won't be able to do that but I can certainly look at a utility to do exactly what I mentioned above for the materials. We can tack on lights too but they're maybe slightly odder ones - admittedly larger lights are softer and will need more samples buit would you use a similar method to determine subdivs by size?
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