Instead of asking for Section, why not just open a thread here. hope the Moderators will Pin it.
Here are some from me. About Rendering Time
If you want fast rendering time.
1. Do not use QMC. QMC calculation is the most exact yet the slowest.
2. When using IR engine (say-5, -3) calculate faster but be aware of light leaks. for final render you can make it higher
3. Set up at least one Vray rectangular light (invisible) beyond the camera with low multiplier. This will act in certain way as fill light but at the same time will smoothen your image. Damien explain about the distance of samples on the dark areas. this one light will be a tool to recalculate those area. EDIT: Not exactly. The cause of this issue is having the Adaptive Amount set close to 1 (which is the default). The cure for this is to set the Adaptive Amount at .85 (.9 if you want to push it) and that will prevent these artifacts. Personally, I don't recommend that you add any lighting into your scene that isn't a real light source in the model your rendering. This is for two reasons. First, the "painting with light" technique was really used in days without proper GI. It winds up looking fairly unrealistic and mostly flat. Second, more lights are going to take longer to sample. So if it makes things look worse and takes longer, why would you do it...thats my view.
4. Use Light Catche as your 2nd engine. the Default 1000/ samples .02 size/ make it 600 and samples 5. Be sure you tick the glossy box something. EDIT: Just worry about Subdivisions, not sample size. A sample size any larger than .02 is just not worth it (too blurry of a solution). You should always have Use For Glossy Rays enabled
5. Now its always advisable to save your IR and LC and reload them later. so if you rerender again your image, vray wont calculate those things anymore and it will go direct to rendering process. EDIT: Also saves on the memory used in the final render process...very advised for HiRes
6. Under global switches, turn off default lights and hidden lights. Use Vray sun. I read somewhere else that Vray Sun calculates faster than the Default SU Sun. EDIT: The Default Light is the V-Ray Sun...am I missing something?
7. Image Sampler... Adaptive Subdivision is quicker than Adaptive QMC EDIT: In general yes, but not always...be careful when you start to throw things out there like that.
8. Antialiasing off. jsut use it for final render EDIT: I can actually have antialiasing on and make it render faster than without it. Again, be careful with throwing things out there (don't believe me...try Adaptive subdivision with -2,1)
9. NOW this is the culprit... QMC noise threshold.. the lower the noise threshold the longer render time.. use default for test. final is may .005-.007
10. Lighting. the more lights yo have the longer render time. maximize the use of your vray sun.
11. Blurry reflection renders longers. the higher subdivision the longer time to render.
12. Shadows... more subdivision more smoother, but longer render time.
13. BUMPS are easier to use, takes shorter time to render than Displacement. jsut use displacement if necessary.
14. For final render, re-start your computer, then just press render EDIT: This clears up memory from all of the different programs that wind up running. If you really want to save as much memory as possible, then go through the programs that are loaded at startup and remove the ones that are unnecessary (there are probably at least 10)
15. Alway purge your file. all those extra files takes space from your memory EDIT: Also, explode as many components as possible. Nested components might cause issues, and components also take longer for us to work with when reading the scene from SU.
16. Dont use caustic. calculation of caustics takes longer. jsut use caustic when you are really in with it.
17. Glazes. avoid using double glazing.. cause refraction will be calculated many times. ( i read it somewhere here too.) EDIT: Technically, physically accurate refraction requires a closed volume with an entry and exit surface. I understand this isn't needed every time, but too many times I see it setup incorrectly
18. Translucent materials takes looooooooooooooooong time to render.
19. turn off sketchup shadow, outliner and all those extra windows in Sketchup during render time.
20. Use track mouse during render time. point your mouse to the area you want to see first. it will definitely save time. EDIT: Only test an area that you are concerned about. After that, let the rendering proceed as normal. The sequence that is used is setup to minimize the amount of setup time required for each bucket by keeping parts of the same geometry from bucket to bucket. If you have buckets going all over the place, more data needs to get swapped in and out.
Here are some from me. About Rendering Time
If you want fast rendering time.
1. Do not use QMC. QMC calculation is the most exact yet the slowest.
2. When using IR engine (say-5, -3) calculate faster but be aware of light leaks. for final render you can make it higher
3. Set up at least one Vray rectangular light (invisible) beyond the camera with low multiplier. This will act in certain way as fill light but at the same time will smoothen your image. Damien explain about the distance of samples on the dark areas. this one light will be a tool to recalculate those area. EDIT: Not exactly. The cause of this issue is having the Adaptive Amount set close to 1 (which is the default). The cure for this is to set the Adaptive Amount at .85 (.9 if you want to push it) and that will prevent these artifacts. Personally, I don't recommend that you add any lighting into your scene that isn't a real light source in the model your rendering. This is for two reasons. First, the "painting with light" technique was really used in days without proper GI. It winds up looking fairly unrealistic and mostly flat. Second, more lights are going to take longer to sample. So if it makes things look worse and takes longer, why would you do it...thats my view.
4. Use Light Catche as your 2nd engine. the Default 1000/ samples .02 size/ make it 600 and samples 5. Be sure you tick the glossy box something. EDIT: Just worry about Subdivisions, not sample size. A sample size any larger than .02 is just not worth it (too blurry of a solution). You should always have Use For Glossy Rays enabled
5. Now its always advisable to save your IR and LC and reload them later. so if you rerender again your image, vray wont calculate those things anymore and it will go direct to rendering process. EDIT: Also saves on the memory used in the final render process...very advised for HiRes
6. Under global switches, turn off default lights and hidden lights. Use Vray sun. I read somewhere else that Vray Sun calculates faster than the Default SU Sun. EDIT: The Default Light is the V-Ray Sun...am I missing something?
7. Image Sampler... Adaptive Subdivision is quicker than Adaptive QMC EDIT: In general yes, but not always...be careful when you start to throw things out there like that.
8. Antialiasing off. jsut use it for final render EDIT: I can actually have antialiasing on and make it render faster than without it. Again, be careful with throwing things out there (don't believe me...try Adaptive subdivision with -2,1)
9. NOW this is the culprit... QMC noise threshold.. the lower the noise threshold the longer render time.. use default for test. final is may .005-.007
10. Lighting. the more lights yo have the longer render time. maximize the use of your vray sun.
11. Blurry reflection renders longers. the higher subdivision the longer time to render.
12. Shadows... more subdivision more smoother, but longer render time.
13. BUMPS are easier to use, takes shorter time to render than Displacement. jsut use displacement if necessary.
14. For final render, re-start your computer, then just press render EDIT: This clears up memory from all of the different programs that wind up running. If you really want to save as much memory as possible, then go through the programs that are loaded at startup and remove the ones that are unnecessary (there are probably at least 10)
15. Alway purge your file. all those extra files takes space from your memory EDIT: Also, explode as many components as possible. Nested components might cause issues, and components also take longer for us to work with when reading the scene from SU.
16. Dont use caustic. calculation of caustics takes longer. jsut use caustic when you are really in with it.
17. Glazes. avoid using double glazing.. cause refraction will be calculated many times. ( i read it somewhere here too.) EDIT: Technically, physically accurate refraction requires a closed volume with an entry and exit surface. I understand this isn't needed every time, but too many times I see it setup incorrectly
18. Translucent materials takes looooooooooooooooong time to render.
19. turn off sketchup shadow, outliner and all those extra windows in Sketchup during render time.
20. Use track mouse during render time. point your mouse to the area you want to see first. it will definitely save time. EDIT: Only test an area that you are concerned about. After that, let the rendering proceed as normal. The sequence that is used is setup to minimize the amount of setup time required for each bucket by keeping parts of the same geometry from bucket to bucket. If you have buckets going all over the place, more data needs to get swapped in and out.
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