Hello guys
I have here an issue I'm struggling with a bit.
Rendering glas with the standard vray settings = which means leave the optimization for vray (Use local subdivs is unchecked) gives me enormous rendering times. And that's only the case if some geometry with standard vray shader (no reflections etc.) is behind the glas.
if this geometriy is turned off in reflections and refractions (object properties) - no speedproblems at all, glas renders blazing fast, not otherwise though.
I need a bit of quality in that rendering so I've risen the min shading rate from 6 to 8. With Max Subdivs of 46 the vray samlpe rate pass is still green to red on geometry with bitmap textures... so that means tons of samples are taken there. there are texuremapped objects in the final scene behind the glas as well, those render with a lot of red samples... so I tried go up to 76 subdivs, which speeded up the rendering in those areas, had no effect on the rendering speed in the case described above or as seen in the example scene:
http://client.vrankovina.com/pf/glasTest.rar
where did I miss something? I'm sure its my fault, but I can't find the culprit. And I for sure do not want to optimize all shaders and lights manualy. Which I could, but in the final scene, there are many shaders and lights to check.
thank you very much for any hint. The one with "don't be lazy" I already know
.
Sorry I forgot to mention: Max 2016.
Ondrej
EDIT: here is the samplerate pass. the two objects (the obvious problem) are actually copies. those should give the same result. but the sample rate seems to have someting to do with the reflection and/or refraction falloff angle or by the distance of the object behind the glas. I cant explain that to me other way. max subdivs are set to 46, color threshold of the adaptive image sampler is 0.005.
I have here an issue I'm struggling with a bit.
Rendering glas with the standard vray settings = which means leave the optimization for vray (Use local subdivs is unchecked) gives me enormous rendering times. And that's only the case if some geometry with standard vray shader (no reflections etc.) is behind the glas.
if this geometriy is turned off in reflections and refractions (object properties) - no speedproblems at all, glas renders blazing fast, not otherwise though.
I need a bit of quality in that rendering so I've risen the min shading rate from 6 to 8. With Max Subdivs of 46 the vray samlpe rate pass is still green to red on geometry with bitmap textures... so that means tons of samples are taken there. there are texuremapped objects in the final scene behind the glas as well, those render with a lot of red samples... so I tried go up to 76 subdivs, which speeded up the rendering in those areas, had no effect on the rendering speed in the case described above or as seen in the example scene:
http://client.vrankovina.com/pf/glasTest.rar
where did I miss something? I'm sure its my fault, but I can't find the culprit. And I for sure do not want to optimize all shaders and lights manualy. Which I could, but in the final scene, there are many shaders and lights to check.
thank you very much for any hint. The one with "don't be lazy" I already know


Sorry I forgot to mention: Max 2016.
Ondrej
EDIT: here is the samplerate pass. the two objects (the obvious problem) are actually copies. those should give the same result. but the sample rate seems to have someting to do with the reflection and/or refraction falloff angle or by the distance of the object behind the glas. I cant explain that to me other way. max subdivs are set to 46, color threshold of the adaptive image sampler is 0.005.
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