Msamir Posted March 9, 2007 Share Posted March 9, 2007 Take care when using omnis because they do increase render times. Link to comment Share on other sites More sharing options...
Chad Warner Posted March 10, 2007 Share Posted March 10, 2007 I'm actually embarrassed to have to ask this, so sorry Devin but I'm going to ask it in your thread instead of starting my own What's the fix for the problem (in Vray 1.5RC3) when you have a wood floor (with color, bump and glossy map) that gets really blurry as it recedes from the camera? I know I've read about fixing this more than once on this forum but I can't seem to find it. Generally, you want to turn the bitmap blur to .01 or .001, and the bitmap filtering to none. That'll help with the blurring of the map over distance. Link to comment Share on other sites More sharing options...
Ernest Burden III Posted March 10, 2007 Share Posted March 10, 2007 Take care when using omnis because they do increase render times. Sure, but one or two omnis per chandelier would still render faster than eight IES lights, and have just as good as an effect. You should step back from simulating the chandelier to think about what the general effect will be on the room. A bunch of small lights will merge into an overall effect that can easily be done with one or two onmis. I hate omnis, but this is where I use them. Link to comment Share on other sites More sharing options...
Sawyer Posted March 10, 2007 Share Posted March 10, 2007 You can also hide the glass/window objects and render with a default grey vray mat. That would let you isolate the time that the materials are contributing to the scene. I don't know how much of the glossy effect you will see but it will really add up in the overall rendering time. Now about color mapping have you tried using the color correction plugin? It is important to use it if you are using LWF and you have materials that have their color based on the color swatch not a bitmap. Or just eyeball it. Also what material are the lamps? I imagine a vray light mat will be much quicker than anything with transparency. I know that the vray 2 sided material is really nice for this type of effect but I have only played with it a little bit and I am not that familiar with getting good results with it. edit: I do not see that the chandalier lights are really casting shadows. You may be able to use lights that don't have shadows. I don't know. Link to comment Share on other sites More sharing options...
dinhtuan Posted March 10, 2007 Share Posted March 10, 2007 I've done a interior animation of small lobbly and time for rendering was 30mins with IES file. But when i changed to other IES everything ok, time decrease to 4-5 mins. If you want to try, this is the good files I used. I'd like IES cause the shadow on wall very nice (bad english-->dont know how to say ) there're no light can make it. Also i'm trying to use LWF in animation too so if you have any experiences pls hepl! They are said that LWF can decrease rendering time because we don't use to much lamp to light the scene but i'm still not success yet. Link to comment Share on other sites More sharing options...
Devin Johnston Posted March 12, 2007 Author Share Posted March 12, 2007 Thanks for all the help guy's, I'm going to work on those chandeliers today. I rendered some frames over the weekend at different GI settings and the results I'm getting are not what I expected. These three images show the results of my settings: Low: IR = Low HSph.subdivs = 40 Interp. samples = 30 Light Cache: subdivs: 350 Time to render: 7min Medium: IR = Medium animation HSph.subdivs = 40 Interp. samples = 30 Light Cache: subdivs: 700 Time to render: 23min High: IR = High animation HSph.subdivs = 40 Interp. samples = 30 Light Cache: subdivs: 700 Time to render: 1hr As you can see there is still a lot of noise even at the high settings, and right now the low version looks like it's the best one. I know my settings aren't correct but other than turning them way up I don't really know what to do. Man Vray sure is a lot harder to work with than Maxwell. Link to comment Share on other sites More sharing options...
Sawyer Posted March 12, 2007 Share Posted March 12, 2007 Have you tried a default grey material? Do you have "use interpelation" for materials checked? Link to comment Share on other sites More sharing options...
Devin Johnston Posted March 12, 2007 Author Share Posted March 12, 2007 Sawyer what do you mean use a default grey material, if your talking about during the initial setup when I was first setting up my lighting then yes I did. Where is "use interpelation" located and what does it do? Link to comment Share on other sites More sharing options...
Fran Posted March 12, 2007 Share Posted March 12, 2007 Devin, some thoughts: 1. What are the settings for your white wall material? It looks like it's glowing. 2. With those IES lights, try seeing what happens if you use shadow maps instead of vray shadows. Sometimes, shadow maps are faster with that many lights. 3. I would also exclude any glass from your chandeliers from generating GI (Vray properties in the quad menu). And for an animation, I would not use frosted glass. Try using a Standard material with opacity set to something like 50 for starters. Any material with refraction is going to slow things waaaayyy down. 4. Try HSph.subdivs = 50 and Interp. samples = 20 to get rid of those splotches on the walls. Link to comment Share on other sites More sharing options...
Devin Johnston Posted March 12, 2007 Author Share Posted March 12, 2007 The white wall material is 240x3 so it's not totally white but close. You were right about those IES lights shadows’; changing them to shadow maps has really helped. I've excluded the glass from GI and that also helped a little, right now I'm just experimenting with my IR map and Light cache settings. Just so I know what should I be looking for in render times per frame for an animation, is there a sweet spot? Link to comment Share on other sites More sharing options...
Sawyer Posted March 12, 2007 Share Posted March 12, 2007 There is a check box on the glossy reflection portion of the vray material that says "use interpolation". If that was checked and you had a really low number for glossy subdivisions (again on the material right below refl glossy) you may have splotches. So what I was wondering is if you have done a new pass with the override material option and you use a clean material if that comes out splotchy as well. There may be no relationship with materials and what is happening but this is an easy way to be sure. Link to comment Share on other sites More sharing options...
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