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Long renderime when using irrmap for anim on heavy models

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  • Long renderime when using irrmap for anim on heavy models

    Hi

    I've been having problems for some time now with Cad models with raher high tesselation and irradiance maps for animation. And I've looked A LOT in the vray help page in detail for the different elemens involved.

    The models I'm working with has a lot of objects (bolts, bricks, nuts, sprigns and so on) and the tesselation is good enough for close ups. It's about 8-9 millions of polys and many objects are animated.
    Many objects that are hidden is deleted early on to further reduce the poly count.
    Almost every object is reflective and they are glossy and or anisotropic.
    Its only happends when inside of the machine when there are many objects close to the camera.

    Here is my problem. I can test render fine with single frame irrmap (I use no LC for sec, only first bounce with irr)
    one beauty render takes about 30-40min on an 8core machine. It's 1024x720 so its semi-high res.
    With a low sampled irrmap I can get the rendertime down to about 1.5-2 hours but It looks awful.
    Then I save an irrmap, with rather low settings, for anim for each frame in 640x480 or so (to reduce the size of the map.)
    And when I load it and render with irrmap anim rend it takes about 5-6 hours to render and doesnt look that good.

    (Havent got 3dsmax with me now so I might get som names wrong)
    If I sample my irrmap too much it takes up to 6 hours and not because I run out of ram (the same if the irrmaps are saved in the same resolution as my beauty rend)
    I tried to adjust the int. frames to one instead to decrease the amount of samples but the i get flickering.
    The use camera path should help there but it seems to add to much information to my maps, therefor causing long
    rendertimes. (switched the sample look up to the fastest one too and I thing I checked "check sample visibility" too so they might have something to do with i too.)
    I unchecked the caustic refraction thing too because its not needed.

    I've tried so many things but I dont know what to do anymore. Proxys might work but most of my static objects have different material and it would take a long time to separate all objects.
    Maybe it have something to do with the data because there are objects overlapping (a bult and a hole has the same size due to the threads of them.)

    I understand that its a heavy scene but I think the differense between a single and multiple irrmaps are way to big.
    And these problems only happends in these kind of renders.
    It seems like the limit of the size of my maps is around 5mb and when it gets higher the rendertime shoots to the sky


    Helpful for any points in the right direction, I really studied differens GI solutions, dmc, image samples and things to find a solution.

    Regards yohan

  • #2
    The "check sample visibility" option will increase your render times quite a bit, so it's best to keep it off. You can also try decreasing the interpolation samples (the default is 20, but depending on how big is the "interpolation frames" parameter, you can try 10 or maybe even 5). You can set the sample look-up to "Nearest" to speed things up too.

    Also, however strange it may seem, using a low-resolution irradiance map (low min/max rate) may actually slow down the rendering afterwards, especially if you have small details in the scene. This is because V-Ray will keep looking for the relevant information in the irradiance map, when it's not really there.

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

    Comment


    • #3
      Also, using the light cache for secondary bounces (or maybe even primary, if you set the filter to "Fixed") may help with the render times especially if you use the "Use light cache for glossy rays" option.

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

      Comment

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