Lighting huge interior scene - speed is slower than a slug!!

Hi folks,

I have ultra slow rendering times for my interior scene:

500.000 Polys
500 Lights (VRAY+Photometric)
Ground size of the building is about 5000 sqm

I cannot post the scene or pictures here because I have contracts with our customer.

I use GI (irradiance map) with Very Low settings and subdiv 20.
GI took about 15 hours!! :frowning:
I stopped the rendering process after another 5 hours. :cry:

All lights have vray-shadows and diff subdivs 15.

Don’t know where the problem is!!
Any suggestions??

Please help - my deadline is in 8 days and I don’t even have a clue how
to solve the problem. Read many articles in this forum and tried nearly every single parameter in vray. :frowning:

Regards
Olaf

Ive never seen a scene with so many lights..
do you really need them all ? this might
be the problem .. if you really need them all set the shadow subdivs
to 8 for lights that are not that important..

regards
h.kroeber

I think it’s the photometric lights that are killing you. I think Goncalo is the man to ask about photometric lights. Try emailing him: gprospero@netcabo.pt

500 lights …wow
it will be the photometric lights…
unless you havent ticked save in irr map for the vray lights

better use photons for such a hudge room and no photometric lights, too. better normal spots with special falloffs etc.

I had an interior scene with almost 350 lights.
10 where Vray lights, and the rest spotlights with shadow map and falloff.
The rendering was not to long, about an hour.

Another scene (exterior) uses about 200 lights, all Vray-shadow. It’s a night time view and it render 2 hours. the daytime version needs only 30 minutes.

regards,

robert

A photometric light is similar to an omni I believe, multiple spots outward from a central point so your 500 lights are probably more like 500x6=3000 lights or more (resource wise)!

Raytracing lights will take much longer also, Vray lights for anything except main foreground lights is nuts. Use spotlights with small shadow maps. The default map size of 512px is really quite large you can go as low as 64, 32 in some cases. This will save a ton of ram and reduce your render time considerably. I have done scenes with as many as 700 lights, omni and spots, with good management you can get the time down drastically.