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I did collapse things and I redid the displacement, using Vlado's tip. I thought my times were fast, however I sent it to render last night and woke up only 1/2 done. I did add tables, chairs, dishes, and clutter, which sent the render times up again.
sorry. The displacement gives me a longer render time. So it makes sense if you collapse all the geometry, which would remove the displacement modifier, that you would have a faster render time.
If there are more fine details, I would generally set the min shading rate to a slightly lower value, like 8. Higher values work if the scene has large flat surfaces like it did in the beginning, but as you add more clutter, it's better to keep a lower value.
I'm still trying to fix the blue lights though, it looks like it's a bug anyways.
Also, we are doing some research in general to better sample such scenes without the need to juggle subdivs or MSR at all.
If there are more fine details, I would generally set the min shading rate to a slightly lower value, like 8. Higher values work if the scene has large flat surfaces like it did in the beginning, but as you add more clutter, it's better to keep a lower value.
I'm still trying to fix the blue lights though, it looks like it's a bug anyways.
Also, we are doing some research in general to better sample such scenes without the need to juggle subdivs or MSR at all.
sorry. The displacement gives me a longer render time. So it makes sense if you collapse all the geometry, which would remove the displacement modifier, that you would have a faster render time.
The idea is not to collapse stuff like that but everything underneath it in the stack. I.e. collapse all normal geom down to edit mesh and all geom involving displacement mod down to edit mesh plus the mod on top. Speeds things up a lot.
Alex York
Founder of Atelier York - Bespoke Architectural Visualisation www.atelieryork.co.uk
The idea is not to collapse stuff like that but everything underneath it in the stack. I.e. collapse all normal geom down to edit mesh and all geom involving displacement mod down to edit mesh plus the mod on top. Speeds things up a lot.
I'm actually surprised by this; it doesn't make much sense. Is that the case even if you switch the default geometry type to "static"?
I'm actually surprised by this; it doesn't make much sense. Is that the case even if you switch the default geometry type to "static"? Best regards, Vlado
I remember reading something like this a long time ago in one of those, "how to speed up v-Ray" articles.
i too can't see why collapsing everything to an editable mesh shoud speed up rendering.. scene interaction yes, possibly compiling geometry stage before render..but as far as i understood it the renderer only gets passed the resulting textured triangles, whatever is creating it in the stack. (talking about basic geometry, not rendertime stuff) i could be wrong of course. i rarely use editable mesh these days.. its all poly.
i too can't see why collapsing everything to an editable mesh shoud speed up rendering.. scene interaction yes, possibly compiling geometry stage before render..but as far as i understood it the renderer only gets passed the resulting textured triangles, whatever is creating it in the stack. (talking about basic geometry, not rendertime stuff) i could be wrong of course. i rarely use editable mesh these days.. its all poly.
I'm with you, I don't understand why it helps. But it might have been mostly that displacement and I confused symptoms.
I am having a heck of a time here. Low resolution and noise in 2 hours.
As an aside, the render looks great. I don't like interiors that have a lot of middle brightness colours as they tend to suck a lot of the light out of the shot, I'm more of a light and airy person. I think it's kind of hard to get something with this properties to look realistic but you've done a great job of it here. Your interior / exterior lighting balance works really well.
Thanks! I totally redid the lights. It seems that when you get everything right V-Ray is happy. I basically turned everything off and turned things on one by one, until everything balanced. I'll post an update tomorrow.
As an aside, the render looks great. I don't like interiors that have a lot of middle brightness colours as they tend to suck a lot of the light out of the shot, I'm more of a light and airy person. I think it's kind of hard to get something with this properties to look realistic but you've done a great job of it here. Your interior / exterior lighting balance works really well.
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