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  • #16
    Well, why do you not use the V-Ray VFB, and decide to work with compressed dark tones, and no linear relationship between what you input and what comes out of it (lights, shaders, any visible color, and product thereof)?
    The scene you provide has a medium IRMap, which renders a crop, here, in 20 seconds, the SR RE entirely blue.
    It's blue because you aren't under LWF, and the values in that image are tiny, in absolute value.
    So tiny, even their percentage variation is negligible, well below the threshold you set in the scene.
    In fact, the IRMap skips over shadows quite happily, resulting flat and blobby, and misses out on chunks of rims and fine mechanical details.

    So, you are right, there is no time-comparing this scenario with a BF+LC as that'll sample multiple times per pixel, instead of a few every a few other pixels, but in your case will still look very noisy, because of the non-LWF setup, as the sampler settings are thrown off-board: you will need four to five decimal places to have any hope of being precise with the way you drive the sampler through Noise Threshold.
    Further to this, what the sampler sees, and what you see in the VFB (Max or V-Ray's) are not the same thing, as by not going LWF you apply a gamma to the final output by means of the display device, of which V-Ray can know nothing of (that's why you'd set up the 2.2 inverse gamma, btw.), which exacerbates noise as it stretches the pixel values back, after V-Ray's done sampling them (ie. you contrast it).

    Resetting the render settings, still without gamma, and switching to bf/lc produces, as you said, slower renders, depending on the amount of visible noise one wants, but with a VASTLY superior GI detail, down to the finest crevices of the complex geo you have, which you could never know existed from the IRMap setup.

    However, being outside of linear workflow, there is little that i can do to help you: it's not a fancy thing, it's kinda been a requirement for any CG displayed on 8bit monitors for over a decade, and V-Ray needs it to operate at its best, as it has had for as long as it could (well before the switch to 3.3, and before 3.3 even the more so.).
    Try aligning yourself to LWF, leave the max and v-ray defaults alone, unless you have a very specific need to change a thing, and then we can talk about performance: it's difficult to fathom what is it you expect as quality and looks under this setup, for me, and i fail to see -besides needing a much lower NT with 3.3+ because of the percentage instead of absolute value- how 3.3 broke anything in respect to your workflow with IRMap and LC.
    You're missing out a LOT more on not being under LWF, and not using the V-Ray VFB.
    Lele
    Trouble Stirrer in RnD @ Chaos
    ----------------------
    emanuele.lecchi@chaos.com

    Disclaimer:
    The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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    • #17
      hi lele,
      well i did say i don`t always use vray *properly*. w
      generally because clients love to change stuff down to the wire and i need to be able to re-render large chunks of animation very quickly, i`d render everything full quality if i had the time. i often use IRmap because generally most clients wouldn`t notice the quality difference and deadlines always loom. it`s why i`m in the office at the weekend re-rendering everything, again.

      VFB i don`t use because i do all post in AfterEffects, is there any advantage of using the VFB before saving ? i know i can tweak exposure etc but any grading i do outside 3dmax.

      i`ve been trying LWF with that scene i sent and it does render cleaner/quicker than in gamma 1.0 by a decent margin(i really didn`t know LWF would affect render speed so much) so i`ll use that from now on. i `m having to go very low 0.001 or even lower to get it `clean`though, is that normal ? it renders 10-12mins per frame at fairly decent quality which is pretty good and a little quicker with a bit more noise so it`s getting closer.

      thanks for the explanation and taking the time to have a look at the scene.
      anthonyh

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      • #18
        It's my fault, i needed to get an LWF sticky up a while ago, and i fiddled instead.

        The VFB, while perhaps not perfect, it's a huge tool to help you light and render.
        The mouse follow/mouse paint feature alone would be worth it, but the channels/RE list, the render region, the connection to PDPlayer, the tiled/scanline multi-layer EXR saving, the ability to save deeps, and so on and so forth, can only be had through the VFB, as it circumvents Max's own limitations.

        That aside, i believe you will benefit from lowering the overall Albedo (read: total reflectance, improperly "brightness") of your shaders by quite a bit (say, start from half the Value, as sum of diffuse and reflectivity, and move on from there.).
        This will return you to a more accurate light bouncing behaviour, and cure some of the washed-out look moving to LWF seems to give at first: it's the surfaces not extinguishing incoming light properly, now visible as the monitor gamma has been corrected for.
        As a bonus, because light falls off more closely as it does in real life, and much quicker than currently, you will get fewer instances of fireflies, and generally (much) quicker renders to a given cleanliness.

        Notice you CAN and should use the IRMap if it floats your boat, i wouldn't want to sound as if it's a bad choice: in fact if you have scenes with plenty of flat surfaces, it's got an upper hand on BF.
        However, at least add Detail Enhancement to it, so to cure the detail breakup around the finer bits, without having to resort to BF across the frame: in your case you ought to be able to get the best of both worlds with little rendertime expense (don't go putting hair all over the place now, though! ^^ ).
        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        emanuele.lecchi@chaos.com

        Disclaimer:
        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

        Comment


        • #19
          Wow, this thread took a bit different direction than it was supposed to.

          Client is back, so the new deadline of 1-2 days for all images, comments and... even more lights. Typical scenario.
          Thanks to Lele, we managed to cut rendering 2-3 times! We really appreciate his help!
          Problem was due to merged Vray dirt extatex from another scene ( Vray 3.2) which obviously does not resets Subdiv settings. Turned out that Vray light Material is causing big trouble to this scene . This in conjunction to having pretty low Retrace threshold in LC, and not having Probabilistic lights turned on, gave the slow rendering time. Last one is something Lele adviced to always leave ON, although we have always had problems with it, even for far more complex scenes( more lights) and have had same fast speed as with Probabilistic lights Off. We also observed quite slow render times using newly Vray disk light, around 60-70%, but this could be only in current scene. We do not pretend to be masters, but use the tool, from quite a lot of time, and it drives us nuts, when instead of communicating with clients, deal with " what is wrong now , so it renders slow".
          Reverting to earlier Vray version is not an option for us.
          For good or for bad, over the past years adopted the " all 3d approach", which proved to be working for having short deadlines, small budget, and ongoing changes.Community become bigger- it is easy to find 3d models and put it in a scene rather than photosop a view which eventually might "can you move the camera back a bit". Since being based in Eastern Europe is "disadvantage" in 3d world, although most of You might argue, we try to bet on speed(modeling included) and somehow adequate quality. "Can you fake it" comment from client is the least viable option for us, so we just want to put everything there, models, lights, proxies, test default settings for max of 1 hr and just render it. 10 hrs must be sufficient nowadays to render even the most complex scenes. (all render times given a per single i7 4930k) .Remember doing quite complex scenes in the past with Vray 2.4, even 1.5 , and having old, single Q6600 - even then have never had 10+ Hrs rendering on a commercial render. This also speaks that we( team here), as artist have not moved forward that much - having latest version, newer options, several times less render time - and still not getting anywhere (irony).
          Again- we are small studio and can not afford buying Xeons, render farms, etc. It turns out that in some terms we are wasting more time on adjusting Vray than even focusing on postproduction- unacceptable! By adjusting mostly mean setting some of the settings to Advanced mode and check AA/GI/Shadows/Glossy appearance. Most of the Vray settings work great, out of the box, which we should be thankful to Chaos Group.
          Returning back to this very scene, which got a bit more complex- around 30 more small Vray sphere lights( all instances). With already optimized settings, scene got slowly again. Jus reset Vray settings again, not getting even closer to render times after the optimization. Amount of passes, which clean noise threshold even got higher ( quite fast though 3-4 times). Here comes another question - what is the point to have faster passes in Progressive mode, when instead of 13 passes(used to be in "Slow" mode 16+hrs, to clean certain Noise Threshold we have 40+ ! So again, something forces Vray to do things in another way, but what is it - who knows.
          Knowing nothing in virtual world is linear, and looking at GPUs - which are almost there( 1+1, twice the speed). So again Hardware is ahead of Software in terms of predictability, although Moore's law is considered to had slowed down considerably over the past decade.

          So... apart from the faster rendering, which is undeniable success for most of the scenes, we got surprised that there are known bugs with Vray Light materials, merging Extratex passes from previous versions and maybe others, which more or less influence speed. So the logicaly questions is - Should we update Vray when newer official release of Vray is issued or wait?Kind of of fed up of what is fixed, compatible, and still no single world- known bug with this and that. At least the community should be aware of this, since we do take our time of write down, share scenes, discuss give insights. Maybe a small thread with all noticed issues with latest official version might be a good approach, although not marketing tool at all.
          As artist, we know the tools necessary to deliver images, but should we all have PhD and delve into the basics of render engine again and again?! Used to be numbers, then dividing some of these, then checking light pass, reflection pass and GI, then changing BF as main GI (which is great), and now it is just miscellany of everything (something for everyone), mostly hiding behind several checks.

          Don't get me wrong - we just want to leave Vray do the job, within reasonable amount of time, as it proved in 99% of the cases. We would be happy to have problems with 1 out of 100 projects, or scenes, but it is becoming more unpredictable recently. This project is a great example of why we should stick to the "working versions", rather than updating to newer ones. You never know if next project/scene would be this single out of hundred, which does not work.
          Exterior images- fine, no worries there Sun, Sky - boom, atmospheric effects - all great, but interiors, custom ones - with mix of different light sources and Vray light materials, hint of glossy - so much pain
          Last edited by 1=2; 24-09-2016, 04:09 PM.

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          • #20
            Little update - we got rid of a big object that had Vray light material applied onto it. The scene rendered within reasonable amount of time, this object seemed in conjunction with this material seemed to slow down things a lot.
            Since we have another camera, positioned in same space, we just switched to it with smiles on our faces, until.... 2 hrs no trace of noise threshold decreasing. Unfortunately we have deadline which we will miss because of this problem, since we are unable to localize the problem.
            Tried with Buckets - 1/24, with Threshold at 0,001 - results - Sample rate redder than tomato. 1/100 - Threshold increased to 0,003 - no trance of a blue colored pixels. -All light off- same. Strange thing is that even with all lights off and Vray light materials with Swtiched Off Direct Illumination - these materials still cast shadows.
            What is wrong ?

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            • #21
              1 = 2 I don't know what can be the issue your scene does not look complex to me. If you wish I can take a look at your most recent setup. Send me a pm if so.
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

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              • #22
                You may also send the scene to us for investigation.
                FTP access could be given per request, just drop us an email at support@chaosgroup.com.
                Svetlozar Draganov | Senior Manager 3D Support | contact us
                Chaos & Enscape & Cylindo are now one!

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