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Tips for render with huge amount of lights

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  • Tips for render with huge amount of lights

    Hey guys,

    I'm rendering a scene which by design requires the usage of many lights in a matrix. A screenshot of a test mid-render is included.

    It uses a Volumetric Grid to simulate fog (Env Fog doesn't work because I want the beams to end irregularly, like in pic) and many lights in the ground.

    I'm just wondering if there is any recommendations in regards to settings to improve render times (this takes around 7 hours with an rtx 2060S) and the beams still look pretty granular. The main objective is that the beams are seen, i don't really care about resolution of the fog or the person.

    Thanks!!
    Last edited by oriolopocholo; 11-05-2020, 02:57 AM.

  • #2
    You could try using a single rectangle light with a texture which defines where the "dots" are.

    Greetings,
    Vladimir Nedev
    Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

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    • #3
      Originally posted by vladimir.nedev View Post
      You could try using a single rectangle light with a texture which defines where the "dots" are.

      Greetings,
      Vladimir Nedev
      How didn't i think of that... Thank you!!!!!

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      • #4
        This interested me so I tried a little scene.
        I made a grid of 20x20 tall cylinder gizmos for the env fog - put some noise in there and it's just what you need I think. A tiled white dot in a light material does the floor. Vary the length of the gizmos for interest.

        EDIT: This works also with Forest Pro which is simpler to set up

        Extremely quick to render so hope that helps
        Last edited by fixeighted; 12-05-2020, 07:13 AM.
        https://www.behance.net/bartgelin

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        • #5
          Originally posted by fixeighted View Post
          This interested me so I tried a little scene.
          I made a grid of 20x20 tall cylinder gizmos for the env fog - put some noise in there and it's just what you need I think. A tiled white dot in a light material does the floor. Vary the length of the gizmos for interest.

          EDIT: This works also with Forest Pro which is simpler to set up

          Extremely quick to render so hope that helps
          Hey fixeighted, thanks for the reply.

          The issue is that this is part of an animation, and what I'm basically doing is using a light with a composite map made of the animated light texture + a tiled mask on top.Here's an example of the finished product: https://www.youtube.com/watch?v=2TeSwXc0tcw

          This is about 1.5 minutes per frame. The frames with no blue lights look ok for a demo, but when the blue lights come in the beams look all messed up. I'm wondering if there's a way to make the renderer focus mainly on the brighter areas on the image...?

          Also, I'm using a Volumetric Grid of a cloud that I got somewhere on the internet, if that helps.

          Thanks!!

          PD: Saving frames to PNG produces this weird compression artifact... any tips on that?

          PD2: Also... what is a cylinder gizmo? I'm pretty new to this, sorry.
          Last edited by oriolopocholo; 13-05-2020, 04:08 AM.

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          • #6
            For example, it thinks that this is at 0.01 noise, isn't that strange? I must be doing something wrong. Thanks again

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            • #7
              This is with CPU after a couple of minutes, it looks much nicer even though some beams are missing.

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