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MR Exterior lighting: How to go from FG-only to GI/FG: a workflow question


nisus
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Hi All,

 

I'm suffering large render times because I got a lot of 3d-green in my scene...

My intial setup is using FG/multibounce, looks ok, but takes too long to render.

 

My idea is to save on the bounces by using GI because it's quicker (and so that I can exclude the 3d-green from the GI-calculations)... However, I'm not familiar with GI/FG for exterior scenes...

 

Can anyone give me a some ideas on a good workflow?

- do I have to add a normal-inverted sphere to catch the photons or not? (If so how, because now I cannot store the photons...(got an error))

- how many bounces do you use as an average?

- any other things I should be aware of?

 

rgds,

 

nisus

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Lots of bounces in GI 6-12, NO bouces in FG (for now, this is... i found no difference between 0,1 and 5 bounces yet - although not all tests are finished by now!)) GI-smoothing with large photons, detailed (dense)FG,...

Trees and green: no generation of GI

 

Basicly:

GI = fast for bounces --> use those

FG = slow for bounces --> don't use

GI = bad for detail --> don't use

FG = good for detail --> use

 

It's like the manual, to get the correct detail:

 

GI 1m (i would say 1-10m)

FG 10cm (10-100cm)

AO 1cm (1-10cm)

 

I found GI to be weak, so I multiply by 5

 

this is it basicly

 

rgds,

 

nisus

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