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  • Dark Area glossy issue / long time render

    Hi guys (i'm new here).

    I work on a project
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    I have reflection/tiny bump/displace from zbrush/SSS.
    I have some issue with dark area and glossy.
    My render is pretty quick but in this area i have on or 2 bucket that take 10 to 30 minutes. (my render make aproximatly 30 minutes without that).

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    It's on my reflection, i try to add more AA subdiv or more relfection subdiv, work with a bigger resolution or low threshold.
    All my map are convert to .tx or .tiledexr .
    I work with Udim from mari and Zbrush , LWF. And i try to optimise why akin bilgic web site method's and his dmc calculator.
    Maya 2015 / Vray 3.10

    It's a neutral look dev scene with HDRI.
    Do you have any idea for reduce render time for that ?
    (I can send or post my pass scene or graph)

    Thx !

    GILBERT Kevin
    Multiply Studio
    Attached Files

  • #2
    I think its an issue with lightcache. If you use bf/bf does it still happen?
    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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    • #3
      hi
      You are right, I have check "Use light cache for glossy rays" but not "Retrace threshold". I have set 1500 subdiv LC . Down to 500 , my render time decrease, i have save twenty minute.
      I have 30 minutes by frame(with 6 computers), still huge , but may be acceptable for a glossy render with SSS with a resolution of 1080.
      (i gonna try to optimise again)

      Thank you !

      Comment


      • #4
        it shouldn't take this long for a simple render like that...
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

        Comment


        • #5
          No reason that should be as slow - great looking lookdev scene too, looks like it returns similar brightness values to the materials colours and there's some lights in there to create speculars too!

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          • #6
            Thank for helping me,
            I have done some test.
            Without Scatter Gi , my render is much faster , 30 minutes with , 15 minutes without.
            I use Brute force/ light cache. With a single Scatter on Simple mode.
            AA 1/30 with a threshold 0.008 without AA filter.
            I have fine detail on texture reflection Bump so i up my AA and for cleaning noise i raised material subdiv between 88 to 128.
            I don't exactly know what subdiv is taken for calculate this pass, I guess is Gi subdiv. But Simple mode is link with the dome light subdiv if i'm not wrong ?
            I certainly miss something.

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            • #7
              just curious what kind of hardware you have? it seems excessively long with even 15 min per frame...
              Dmitry Vinnik
              Silhouette Images Inc.
              ShowReel:
              https://www.youtube.com/watch?v=qxSJlvSwAhA
              https://www.linkedin.com/in/dmitry-v...-identity-name

              Comment


              • #8
                Hi ,
                At home i have a I7 2,40ghz with 16 go RAM (it's a workstation dell precision) but i can work on mari without problem. At my office my workstation it's ok / I7 or xeon, with 16 or 32GO .

                I think i have figured out my problem i have tiny detail in my displace and my bump so i have to up the AA to 22 ou 30 for cleaning geo and texture on the sample rate pass.
                But for cleaning shadows of my HDRI i have to up subdiv to 300 with a threshold 0.010.
                it's huge with a AA at 22 or 30.
                May be i gonna make an other lighting but i'm interested to know what is making noise with hdri, is it super white to strong ? too much contrast ?

                Thx

                Comment


                • #9
                  Hi again, When i spoke about tiny detail that can't be clearly seen with my actual Hdri.
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                  • #10
                    300 subdivs are quite a lot for any light and noise from lights is usually resolved with much smaller values.
                    Does the noise clear with less subdivisions if the HDRI-texture is removed from the light?
                    Svetlozar Draganov | Senior Manager 3D Support | contact us
                    Chaos & Enscape & Cylindo are now one!

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                    • #11
                      why do you use a displacement map? normal or even a bump map are enough for these small details.

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                      • #12
                        HI, i use display from zbrush for sculpt detail and bump for tiny plastic detail

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                        • #13
                          Hi, i finally , create a light set, my shadows was more hard , so my sss render more faster but have you some problem with high AA sample and sss ? I have to up my setting to 1/25 or on close up 1/40 for small detail.
                          i used raytrace sss on single scatter simple
                          on render region, my time without sss was 2 minutes and with 12 minutes , i don't oversampling material samples, i try 8 to 300 sudviv

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                          • #14
                            can you post a sample scene?

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