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  • Render time for animation

    Hi everybody, sorry for my english, i m french and my english isn't as well as i wan't.

    My problem is not a "really" problem, we use Vray since few days (we used MR before) And we have to make some animations (6 min :/) Yes it's crazy, but we have to... ok we read all the help files and do all the tutorial that we needs but... We have a really proble with the render time. We choose the LC + Irr map solution after reading a lot of post here it must be the best solution for us (and a lot of people maybe?).

    Here my parameters :

    Qmc AA wit mitchel aliasing filter (default parameter)

    presets high animation
    30
    30

    LC
    2000
    0.2 m sample in "world"

    dmc subdiv for exterior
    min :17
    max :17

    We uncheked the sun visibility that we use for our lightning solution and that help for artifacts, just this $ù*$^^^ù box to unchecked

    We have to put min and max subdiv high like this becaus we have a lot of bump and vray don't like that in animation, if we move this parameter lower it render "noisy", like insect in our grass... not funny like that...

    And ok it's great, the image is clean ! BUT 6 sec (150 frames) > 10 hours on our renderfarm in distribute rendering (50 cores yes it's great)

    So if you know a solution to low this render time you saved our life the bump or also bitmap alone flick or are noisy in animation with lower subdiv dmc sampler...

    thanks a lot
    i ll be back
    http://www.vincent-grieu.com

  • #2
    No worries about your english. It is way better than most of our french!!! (I can't even speak it lol.)

    AA is probably one of the biggest problems for time when rendering. It also sometimes creates more noise.

    If you can turn off Mitchell AA, that will reduce time but also reduce quality to some degree. Try this and compare times - also see if the final product is acceptable.

    You can also run AA through sharpening filters in post-process. I hope this helps.
    LunarStudio Architectural Renderings
    HDRSource HDR & sIBL Libraries
    Lunarlog - LunarStudio and HDRSource Blog

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    • #3
      thx for the answer, but that not help us a lot like that... one frame in pal format take 7 min on our renderfarm (one frame with distribute rendering is calculated with more than 55 core ! 55!!!! 55X7 min on one core !!!!! Impossible for us to launch with the backburner, if one computer calculate one frame it must do it for my next holiday ! it's crazy no? is there any optimisation we could have to render cleaner like we have with this extremely high parameters? Is ther a cool filter, or a tips to divide by 10 our render time? (8? ...6... ok ok 2 could be a great news for us here)
      I don't know how i can optimise my materials, could it be possible to optimise only the material and down our render parameter to have the same result? like scanline with the filter for bitmap...

      This is very to optimise this job (proxy a lottttttttt (500 trees by example... :/ for exteriors scene) but the size of a pal image should be greater that the render time that we have...

      If you know a solution, please help us...


      Raistlin
      i ll be back
      http://www.vincent-grieu.com

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      • #4
        Proxies can be quite slow - are you using opacity mapped leaves? Also if there's only maybe 10 types of trees being used at random size and rotation then you might be able to use normally instances instead of proxies - it'll mean slightly higher memory overheads but much quicker render times.

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        • #5
          Thank for your answer joconnell, but
          in fact it's not really vegetation which slow our render (ok a little ) but, for example, i made a disc with only a grass texture with bump, a really great texture with details and co, this is the only object of my scene, i put a Vray sun and i m ready to render, no gi, no light cache or irr map just the sun and vray on one polygon, my camera fly around this one polygon and i have to put the min and max value very high to have a render which don't "flick", my map is very noisy if i let the colormapping to 0.1 and a min and max value like 3 /9 for exemple, and on one machine it take 4 min ! for ONE polygone with texture and any texture ! and, if it's not as clear as we want, our machine are Q6600 inside ! 4 core>>4 min for 1 polygone with texture and 0 Gi... You know what i mean? i m convinsly that we have a problem with our parameter no?

          Thanks a lot for the answer !

          ps: i love your work, you really make all this stuff with Vray?
          i ll be back
          http://www.vincent-grieu.com

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          • #6
            Ah okay! Are you using a precalculated irradiance map? If not vray is making a completely new irmap at each frame and it'll probably flicker all the time. If you're only doing a camera flythrough where the environment is totally static then you can calculate an irmap for the entire animation first and it won't flicker at all - not sure if this is the case but if it is read here: http://www.spot3d.com/vray/help/150R...ials_imap2.htm

            Yup - vray on nearly everything for me!

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            • #7
              hi, and thanks for the answer, but... yes we precalculate all the pass from irradiance and lightcache (ich 10 frames for irr map and in flythrough mode with lightcache, we read the online help and we follow this as best as we can...)
              Bit in my precedent post i'm saying that we have noise also without gi... just vray like scanline, our maps "flick" mmm i don't know if this is the good word i'm using to explain my brain but... wait a minute lol i'm upload a movie with underline zones that are problematic for example...

              http://raistlinmajere.free.fr/scool/...rieur_v2_2.avi

              well an image tell us more than a discussion... look this grass please, you know what i mean? it's noisy... like insects or everything and the only thing that we found to resolve this is to up the min / max subdivs DMC value and it's increase rendertime obviously...

              i hope this could be as clear as possible and you could help us...

              See you soon !
              i ll be back
              http://www.vincent-grieu.com

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              • #8
                the new irradience mode for animation works great! you should try it..

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                • #9
                  ok we turn around lol my english is maybe worst than i think, our problem isn't GI, we use irradiance mode with lightcache and we do all the tutorial where are on the online help... And it'fine !! it's work very well

                  That i said it's ONLY MAP, textures with blur at 0.01 are noisy like the video above and this is aproblem also WITHOUT global illumination ! JUST a vray sun, imagine that we unchecked "global illumination" in our vray render panel.

                  Is there a solution to stop this noise and have correct render time (like 15 min/ quad-core)

                  Is there an equivalent of the max/scanline supersamling to resolve that?

                  thanks !
                  i ll be back
                  http://www.vincent-grieu.com

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                  • #10
                    you might want to try blurring those textures a wee bit more. for animation 0,01 (even though it's not like turning off filtering altogether), may cause your textures to produce a lot of shivering/dancing noise. and a sharpening AA filter like mitchel won't help either. you may want to try something like quadratic, video or area.
                    17/17 for the dmc AA it's just crazy, you're telling vray not to be adaptive at all, and it'll take ages to render.

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                    • #11
                      ok !

                      17/17 for dmc it's crazy, we know that! this is the subject of my post, but in animation i use the mitchell netravalli filter with mental ray by the past, if this AA filter is sharpening it's work very clean with a lot of animations, why with Vray it'snt possible? If i blurred my maps i loose lot of details no?
                      So i try what you say and i tell you what's happening with this.

                      Thx
                      i ll be back
                      http://www.vincent-grieu.com

                      Comment

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