Hi guys,
watching a slow render, I had a thought. I do architectural scenes, and I know in advance that in most of my scenes, it will finish with some buckets taking a long time. Dynamic splitting is good, but not nearly enough in most of my scenes. (using DR with about 50 cores)
Most architectural scenes I do have a lot of fast areas of the frame (ceiling, bare walls etc) but usually a few killer items that are always left using only a fraction of the render farm at the end of a frame.
Would it be possible to have in a material/object an override that might tell VRAY to both prioritise this and/or subdivide the set bucket size by 2 or 4?
So tough materials that I know will be really slow, if I could set to subdivide further, it would really help. On DR rendering on a high res still, I know I could shave off 20% of the time if I could tell VRAY to start with the glass chandelier...
watching a slow render, I had a thought. I do architectural scenes, and I know in advance that in most of my scenes, it will finish with some buckets taking a long time. Dynamic splitting is good, but not nearly enough in most of my scenes. (using DR with about 50 cores)
Most architectural scenes I do have a lot of fast areas of the frame (ceiling, bare walls etc) but usually a few killer items that are always left using only a fraction of the render farm at the end of a frame.
Would it be possible to have in a material/object an override that might tell VRAY to both prioritise this and/or subdivide the set bucket size by 2 or 4?
So tough materials that I know will be really slow, if I could set to subdivide further, it would really help. On DR rendering on a high res still, I know I could shave off 20% of the time if I could tell VRAY to start with the glass chandelier...
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