I've got a scene with some recently acquired Evermotion trees where the prepass process takes 4-5 times longer than the actual rendering process does and I'm trying to understand what factors (other than material settings) contribute to this? I've tried adjusting the VRAY Properties of the trees to reduce their subdivs and GI contribution, but that didn't seem to help. Is there a simple way to tell VRAY to put more precalc emphasis on some things than others? Is IR not really recommended for scenes with heavy tree & plant usage anyways? Should I just disable all the double sided materials that come in on the trees? Any tips would be super appreciated. Thanks! -Dave
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Speeding up the Prepass
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Hi,
It will be difficult for me to help with this issue without the scene file and render settings. However, one option is to discard the Irradiance map engine and move to the Brute force one. For exterior renderings with huge amount of small geometries this might be a better approach.
Another option is to untick the "use irradiance map" checkbox for the materials used to shade the trees and force them to be brute-forced for the GI calculations.
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Originally posted by tashko.zashev View PostAnother option is to untick the "use irradiance map" checkbox for the materials used to shade the trees and force them to be brute-forced for the GI calculations.
Edit: Added this to the wishlist forumLast edited by Laserschwert; 17-03-2017, 02:18 AM.
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Idk if this helps, but I ve noticed this too with evermotion files, and u need to double check the samples of ur mats (older vray versions had like up to 128 some cases) and some mats are also sss2 with many maps. Need to optimise scenes sometimes. Ofc the bf calculation on objects with tones of details is much more optimal than IM. If u scenes are detailed, bf eventually is better. cheers
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Originally posted by tashko.zashev View PostActually we have this option in V-Ray for Maya and now I'll make a feature request in our system to be added in V-Ray for 3DS max as well.
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