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Matte Surface rendering very very slowly!

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  • Matte Surface rendering very very slowly!

    Hi,
    I posted a thread a couple of days ago asking about rendering XGen hair and increasing render speed. I asked because my rendertimes were way to high and eventhough I am not a pro by any means I wouln't say I am not capable of optimizing a render properly. I set my scene up in a way that the beauty is rendered without the hair (prim vis off via vray objectproperties) and I created an extra renderlayer for just the hair, where I created a vray objectproperties node for everything but the hair description which is set up as a matte surface to cut out from the XGen hair. That way I can just overlay it in Nuke over my beauty.

    (old test so you know what I am talking about: https://www.youtube.com/watch?v=kblu...ature=youtu.be)

    Today I removed the very fine fur on the face, because I thought it was causing the long rendertimes since it is receiving very much sampling as seen in the samplerateAOV, whereas the mainhair and eyebrows are rendering way way faster! (Weird that areas with more hair are actually rendering faster I thought) Still after removing the fur the areas which only consist of the MatteSurface from the object properties are being rendered for ever eventhough there is now no hair what so ever. So nothing to sample in terms of AA!!

    I concluded that the MatteSurface is causing the long rendertimes and instead I applied a Surfaceshader with OUTMATTEOPACITY of 0 to everything which prior had the objectproperties assigned, and indeed the rendertimes have dropped significantly. Also the result looks pretty similar to the one rendered with the object properties, which I do not quiet get. Isn't is the purpose of the MatteSurfaces to still generate reflections, GI and so on for the objects on top, which I obviousely do not get with a black surface shader assigned to everyhing. Is it maybe looking so similar because the GI prepass is already created and the VrayhairMTL is so dependent from the GI???

    SO:
    -what is causing the slowdown with the MatteSurface? Is that intended/common because the material properties of the objects in the objectproperties node are still being generated to cast reflections...?
    -are there different approaches to splitting up beauty and hair?
    -could the surfaceshader setup work since the results are 99% identical from my judgement?

  • #2
    I just stumbled upon this thread because I am having the same problem except with a much simpler "sphere on background" sort of scene and am experiencing insane render times when I use the object properties on the background. I took a look at my samples pass and it was a solid red which means it is taking a ton of samples where it doesn't need to.

    So sorry I don't have any answers, but I am also experiencing this.

    Does anyone have any answers?

    Vray 3.4 and Maya 2016 for me.

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    • #3
      Yeah weird. I did not dig deeper into this problem since the Surfaceshader worked so great, but that is obviousely not a solution for everybody. Please check your alpha contribution in the matteoptions of the objectproperties, because I guess where is no alpha there should not be a lot of sampling as well?! However, I experienced the same thing where I had some red samples flashing in in areas that where invisible due to the matteproperties. Weird.

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      • #4
        I have found that if I turn off "Receive GI" in the object properties, my render times return to normal and my sampling is much better. Not necessarily a solution, but does help render times.

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        • #5
          Yea my alpha contribution is -1, but when the "Receive GI" option is turned on, the sampling in the areas are pure red. I've tried max samples from 6-16. With that option off it's blue. I wonder if the small amount of detail the GI causes causes the sampler to go crazy?

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          • #6
            Interesting. Are you using a GI prepass? If yes you could just turn off everything related to GI in the objectproperties, since the remaining visible parts will read from it, right? After all that should be fixed.

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