Hi,
I have a scene which makes use of VRayEnvironmentFog. I got no texture in it, just plain fog with a pretty high distance and it looks fine as is (apart from much noise since I use thresh. 0.08 for my 800px preview renders which is fine).
Now I want to set up a 6k rendering and noticed that my sampleRate element is VERY heavy on the red side (with min2 max 30, 0,025)
What is with the new shading technique/no more subdivs with the recent .3 update?
I've never rendered Fog before and I wonder if it is normal to have a red samplerate pass with the fog enabled and how I would go about optimizing such a scene. Just throw more max subdivs at it? I'm testing around currently but I would love the render to be completed over the weekend and while I think that may be unrealistic I still think I could optimize. But where would I have to dial? Fog subdivs? MSR? etc?
ALso I use BF/LC for GI in a dark cave-like scene and I am aware that it takes a hit on rendertimes. AFAIK I can't use any other engine since I rely on reflective GI caustics and IR doesn't support it.
I have a scene which makes use of VRayEnvironmentFog. I got no texture in it, just plain fog with a pretty high distance and it looks fine as is (apart from much noise since I use thresh. 0.08 for my 800px preview renders which is fine).
Now I want to set up a 6k rendering and noticed that my sampleRate element is VERY heavy on the red side (with min2 max 30, 0,025)
What is with the new shading technique/no more subdivs with the recent .3 update?
I've never rendered Fog before and I wonder if it is normal to have a red samplerate pass with the fog enabled and how I would go about optimizing such a scene. Just throw more max subdivs at it? I'm testing around currently but I would love the render to be completed over the weekend and while I think that may be unrealistic I still think I could optimize. But where would I have to dial? Fog subdivs? MSR? etc?
ALso I use BF/LC for GI in a dark cave-like scene and I am aware that it takes a hit on rendertimes. AFAIK I can't use any other engine since I rely on reflective GI caustics and IR doesn't support it.
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