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Lower Subdivisions don't mean shorter render times!

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  • Lower Subdivisions don't mean shorter render times!

    I was doing some tests today with reflection settings and render times and came across something interesting.

    I thought & I think a lot of other people think that the lower your reflection subdivisions are, the shorter your render time will be....

    I have a very simple scene set up. A plane, with a ball and a cylinder on top. The plane is what I am testing reflect settings on...

    When I set subdivs. to 3 I get a render time of 14 seconds...

    3 subdivs. = 14 seconds
    10 subdivs. = 21 seconds
    20 subdivs. = 10 seconds
    50 subdivs. = 8 seconds
    60 subdivs. = 9 seconds
    100 subdivs = 14 seconds

    So is there a sweet spot of 50?? Maybe that is why it is set as the default number?

    Sorry, maybe some of you know this already, but I'm glad I did the test because I will end up saving myself a lot of render time in the future by not lowering subdivisions.
    Tim Nelson
    timnelson3d.com

  • #2
    The subdivisions only come into effect when you are using Glossy Reflections (then you will definitely see a difference) the difference in time must of been due to other factors.
    Eric Boer
    Dev

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    • #3
      Yes, I was using a glossiness value of .95 with Fresnel reflections checked.
      Tim Nelson
      timnelson3d.com

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      • #4
        Are you using interpolation? I am asking because if not on some scenes the difference between 3 and 50 could be days
        Eric Boer
        Dev

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        • #5
          No interpolation.

          See thats what I alway thought.. Higher subdivisions = higher render times. But thats not what this test proved to me.

          Its a simple material with a bitmap in the diffuse slot and a bump map to match.

          Reflection settings as stated before. Fresnel checked, glossiness at .95, no interpolation - all else default.
          Tim Nelson
          timnelson3d.com

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          • #6
            Perhaps a good secondary test would be two (or more) glossy objects reflecting eachother, the subs do have a large effect I'm not sure why it is not showing in your test scene.
            Eric Boer
            Dev

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            • #7
              Things also depend on your AA settings. Lower subdivs mean VRay will have to do more AA in noisy areas, which may explain the longer rendering times with lower subdivs.

              Best regards,
              Vlado
              I only act like I know everything, Rogers.

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              • #8
                Yea, I was starting to think about that. So the more noise that is produced from low Subdiv settings may mean longer times to do AA. Interesting.

                I was trying my test some more with more objects of the same material. On one test the difference between 3 and 50 was only 1 second in favor of 3.

                So I guess generally speaking, lower subdivisions do mean better times. But at the same time, I think there would be a sweet spot for every condition. yikes! guess its all about trial & error.
                Tim Nelson
                timnelson3d.com

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                • #9
                  Ok, this is the scene I've been testing. All objects have the same material applied.

                  I tried same rendering at different subdivision levels and found that for this particular scene, 10 subdivisions gave me the best time. Here are all of my results. The first number is the amount of subdivisions, the second number is the render time.

                  50 = 4:09
                  25 = 3:41
                  20 = 3:39
                  15 = 3:38
                  10 = 3:28
                  5 = 4:06

                  So, I'm sure each scene, material & reflections are completely different, but I think its still good to keep in mind that there is a point where lower subdivisions could actually cost you time.

                  Tim Nelson
                  timnelson3d.com

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                  • #10
                    You tested it with adaptive AA right?

                    If yes, you have to do some more tests with simple two level and fixed rate. Many people don't understand that adaptive AA works good in Scenes with large uniform coloured surfaces but fails with scenes where a lot of per pixel effects are involved. (like your non interpolated glossy reflections/refractions) Adaptive AA tries to smooth out the per pixel mess (contrast) but fails cause the maximum number of samples is limited in the material. The result are loooong rendering times. (sometimes they're even longer as if you'd use a higher subdivs setting for your glossy effects in your Material)

                    This is the same thing when you have many small objects in your scene resulting in heavy contrast differences at a small scale. Use simple two level then. (or even fixed rate!)
                    Sascha Geddert
                    www.geddart.de

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                    • #11
                      Thanks for the advice. I've usually used the adaptive AA just figuring it was typically the fastest. I'll do some more tests on 2 level and fixed rate.
                      Tim Nelson
                      timnelson3d.com

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