Originally posted by Morbid Angel
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DMC sampler and subdivisions
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I think less samples takes longer because DMC sampler mutates the samples and adopts them for whats needed, i.e. if there is fewer refl samples it will compensate for that and so on, but in return it takes longer. Its easy to test, if you render with brute force at lower sampling it actually takes longer then if you just give it more samples initially and get a cleaner image.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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yes, this is where the tricky part comes in where you need to find a good adaptation value and noise threshold value. For example in exterior day light scene you may not need to lower those values, i.e. leave it 0.85/0.01, its where there is dark conditions like (tron world) for example, you'd need to play with those settings vs how many samples you give upfront. What I ended up doing for a couple of projects now is I just have a global script that goes in and sets all shaders to have a certain subdivision value, same for lights, and then I select specific surfaces which are still grainy and work those a bit more etc etc.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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--set number of glossy subdivs
refsubs = 64
fn multimat_process mat =
(
try
(
if mat.numsubs != 0 then
(
for i = 1 to mat.numsubs do
(
if mat[i] != undefined then
(
if iskindof mat[i] VRayMtl then
(
mat[i].refraction_subdivs = refsubs
)
)
multimat_process mat[i]
)
)
)
catch()
)
fn singlemat_process mat =
(
if iskindof mat VRayMtl then
(
mat.refraction_subdivs = refsubs
)
)
undo off
(
for t in scenematerials do multimat_process t
for j in scenematerials do singlemat_process j
)
--set the materials to have 0.001 cutoff thresh
refsubs = 0.001
fn multimat_process mat =
(
try
(
if mat.numsubs != 0 then
(
for i = 1 to mat.numsubs do
(
if mat[i] != undefined then
(
if iskindof mat[i] VRayMtl then
(
mat[i].option_cutoff = refsubs
)
)
multimat_process mat[i]
)
)
)
catch()
)
fn singlemat_process mat =
(
if iskindof mat VRayMtl then
(
mat.option_cutoff = refsubs
)
)
undo off
(
for t in scenematerials do multimat_process t
for j in scenematerials do singlemat_process j
)Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
Comment
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I think there are a few free scripts for mass controling vray mats and vray lights out there too...this is just what I got, kind of crude.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
Comment
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Originally posted by MEnoMonki View PostDmitry, with your DMC settings, what do you typically use for GI? Brute force with defaults for primary and secondary? Or IRMap and Lightcache?Obviously not for complex multibounce scenes, but typically most of our stuff is either exterior or hdr based.
Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
Comment
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not quite, you treat brute force like any other rays that require samples, for instance if you set your lights to be of 64 subdivs to get a clean result, you would do the same with brute force.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
Comment
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Ouch! Sounds expensive in render times. But I geuss only 1 way to find out and that is to try your settings and see how much I need to tweak to still get acceptable render times. I want to rerender an old project of a fighter jet and see if it comes anywhere close to your F18 in your reel flying off into the sunset. That is just AWESOME!
So to summarise, depending on the scene, this could possible give good results?:
Your average settings for animation based on the type of projects you do:
Set all your lights to 128 subdivs
Set all your shaders to 128 subdivs (in glossy reflection)
Set your DMC sampler to 2/16
Set your DMC sampler settings to:
Adaptive amount 0.7
Noise 0.01
Global subdivs 2.0
GI: Primary and Secondary to Brute Force - set samples same as whatever subdivs you used for materials and lights
That's it? Anything else?Kind Regards,
Morne
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thats about right. The global subdiv multiplier though its a tricky value, I'd only really work with it if you need to achieve a very high quality grain. On the last project we had some extreme grain requirements, so our renders were grain free and for that our samples had to go even higher, its all about what you need in terms of quality. In terms of render time though, when you have 350 16 core xeons at your disposal its not really an issueDmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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