Announcement

Collapse
No announcement yet.

Light cache on detailed geometry

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Light cache on detailed geometry

    It's not an issue, its rather a problem of approach:
    Generally the better looking/detailed trees and grass are, the more the Light Cache computation takes.
    I wonder if anybody knows any good practice for fighting this effect (any "golden rule" on light cache parameters, choosing some other GI engine or anything else..)
    ?

  • #2
    Re: Light cache on detailed geometry

    I always thought it was displacement taking so much time. Thanks for pointing this out to me!

    Comment


    • #3
      Re: Light cache on detailed geometry

      Proxy?
      V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
      andrei.izrantcev@chaos.com
      Support Request

      Comment


      • #4
        Re: Light cache on detailed geometry

        Well, the situation is:
        I have cool, big, detailed tree. Even with single occurance of this model the render time is about 4x more of what I get when rendering without trees. The leaves (although with 0/255 opacity map) are the main element slowing down things.
        I think I need to find some "smart" way of setting up light cache for that, because I feel that once I do multiply that (using proxies) I'll get "never ending story"..

        BTW. I observed dramatic slowdowns very similar to "displacement problems". That was with dense foliage where leaf-faces were over sized and colliding with few or more neighbor faces (they were banners mapped with the image of a group of leaves).

        Comment

        Working...
        X