Thanks for the encouragement, James, i'm glad it is of some use to you!
Having done pretty much only movies, for the past 8 years or so, i tended to choose some pretty aggressive settings.
The truth of my routine is that a huge farm will have to deal with a huge amount of 2 or 4k frames, sometimes with motion blur, and nigh always with terabytes (literally.) of sim data, often, multiple times for the same shots/ sequences for reasons outside of the artist's (or even the company's) control.
A good estimate for a job well done, is to keep the FRAME rendertimes to within the hour.
No matter in which year the movie gets made, no matter the hardware, no matter the contents of the scenes: go above one hour per frame on average, and people get first very skittish, then you get Comp complaining of frames not coming in, and finally you have Supervisors looking at you (well, me, as a LnR TD) with quizzing eyes and more than their share of disappointment.
All my talking of trying different settings for the glossies was so that you could MATCH what look you had on the original shot.
Having seen the kind of (flabberghastingly beautiful, at that) work you do, i have come up with a new preset (aptly named) that MAY work well enough for the ArchViz/ProductViz, where renders are akin to paintings people tend to stare at for a long time (as opposed to a movie frame that's gone from your sight in 1/24th of a second.).
This said, it is my belief that there is huge scope, in any viz market, for an approach which isn't "fire and find out later" how long it took to render.
I think about it this way: in screen space, we have those many pixels for a given resolution. So the variance in rendertimes HAS to stay within some boundaries, no matter how complex a shot looks when finished.
To this effect, notice how Vlado and the guys developed a number of screen-space, rather than world-space, calculations: the Lc is never (for 1 sample per pixel, in SS) a 10 hour affair: it always goes in a matter of minutes, if that.
The same applies to displacement, IRMap, and so on.
Of course, there will always be a variance which depends on scene complexity, but it's been my task as a TD to strip the less contributing of effects to try and maintain a steady flow of material from LnR to comp.
For instance, cutting glossy bounces, using textured area lights in place of dozen of individual ones, baking of lighting which isn't principal, and so on and so forth.
Then again, those companies hire the likes of me for specifically that part of the job, so that the artists don't have to worry about it.
Being able, however, to go to a Supervisor and precisely let him/her know how long that sequence will take to complete, before it rendered fully the first time, is overly well received.
The aim of this script would be to enable any Vray user with similar capabilities: you know your render will sample those many times within a pixel (say, 1024 rays), times the number of lights that hit that pixel, times the light samples.
Something the script allows you to control very finely (albeit, agreeably, with the risk of ending up with a noisy image), whereas any type of universal setting scenario has TIME as the great variable, to reach a given S/N ratio, which in most fast-paced productions I have been in is not a viable option (grab 50 slaves to render a 300 frames sequence at 16 hours per frame, and you'll positively incur in the grief of just about anyone else in the office, bordering on the bodily type, under duresse.).
Anyhow, blubbering to the side, give the new version of the script a whirl (maybe not right away on the 16 hours shot...), and let me know if it works any better for the stuff you do.
Having done pretty much only movies, for the past 8 years or so, i tended to choose some pretty aggressive settings.
The truth of my routine is that a huge farm will have to deal with a huge amount of 2 or 4k frames, sometimes with motion blur, and nigh always with terabytes (literally.) of sim data, often, multiple times for the same shots/ sequences for reasons outside of the artist's (or even the company's) control.
A good estimate for a job well done, is to keep the FRAME rendertimes to within the hour.
No matter in which year the movie gets made, no matter the hardware, no matter the contents of the scenes: go above one hour per frame on average, and people get first very skittish, then you get Comp complaining of frames not coming in, and finally you have Supervisors looking at you (well, me, as a LnR TD) with quizzing eyes and more than their share of disappointment.
All my talking of trying different settings for the glossies was so that you could MATCH what look you had on the original shot.
Having seen the kind of (flabberghastingly beautiful, at that) work you do, i have come up with a new preset (aptly named) that MAY work well enough for the ArchViz/ProductViz, where renders are akin to paintings people tend to stare at for a long time (as opposed to a movie frame that's gone from your sight in 1/24th of a second.).
This said, it is my belief that there is huge scope, in any viz market, for an approach which isn't "fire and find out later" how long it took to render.
I think about it this way: in screen space, we have those many pixels for a given resolution. So the variance in rendertimes HAS to stay within some boundaries, no matter how complex a shot looks when finished.
To this effect, notice how Vlado and the guys developed a number of screen-space, rather than world-space, calculations: the Lc is never (for 1 sample per pixel, in SS) a 10 hour affair: it always goes in a matter of minutes, if that.
The same applies to displacement, IRMap, and so on.
Of course, there will always be a variance which depends on scene complexity, but it's been my task as a TD to strip the less contributing of effects to try and maintain a steady flow of material from LnR to comp.
For instance, cutting glossy bounces, using textured area lights in place of dozen of individual ones, baking of lighting which isn't principal, and so on and so forth.
Then again, those companies hire the likes of me for specifically that part of the job, so that the artists don't have to worry about it.
Being able, however, to go to a Supervisor and precisely let him/her know how long that sequence will take to complete, before it rendered fully the first time, is overly well received.
The aim of this script would be to enable any Vray user with similar capabilities: you know your render will sample those many times within a pixel (say, 1024 rays), times the number of lights that hit that pixel, times the light samples.
Something the script allows you to control very finely (albeit, agreeably, with the risk of ending up with a noisy image), whereas any type of universal setting scenario has TIME as the great variable, to reach a given S/N ratio, which in most fast-paced productions I have been in is not a viable option (grab 50 slaves to render a 300 frames sequence at 16 hours per frame, and you'll positively incur in the grief of just about anyone else in the office, bordering on the bodily type, under duresse.).
Anyhow, blubbering to the side, give the new version of the script a whirl (maybe not right away on the 16 hours shot...), and let me know if it works any better for the stuff you do.
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