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Autodesk Hardwood and Glass takes lots of time to render in max 2012


NeWAcEiN
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Haven't tested with mrA&D mat but i think i will have to . i used Hardwood material because it has real nice effect though, it has sample lvl of 32 for Reflection Glossy samples i think that is why it is taking hell lot of time so reply if u find some thing useful

 

pls comment on my thread on viewport too

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The render depends on the amount of object in your scene and if your using the GI and final gather. So if you have a small scene then max will render a lot faster as your scene gets bigger max will take sometime to render because it has to caulcate the amount of objects, models lighting etc you have in your scene. If you have the GI and final gather is turn on then switch it off and then render max will speed up the render.

 

Tony

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i dont think it will be about the samples of the material.. i agree with datacrasher but if ur scene doesnt fit that scenario then i dont know.. u might be doing something wrong with the render settings.. ive just tested hardwood with its default settings.. here is the render and it took 3:03

[ATTACH=CONFIG]45077[/ATTACH]

 

and here is the same scene with my a&d wood.. it has more reflections and glossiness, bump map and reflection map. it took 3:33.. so its not the material that is slowing down ur render

[ATTACH=CONFIG]45078[/ATTACH]

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The render depends on the amount of object in your scene and if your using the GI and final gather. So if you have a small scene then max will render a lot faster as your scene gets bigger max will take sometime to render because it has to caulcate the amount of objects, models lighting etc you have in your scene. If you have the GI and final gather is turn on then switch it off and then render max will speed up the render.

 

Tony

 

i see what your saying but not necessarily, I reckon someone who knows how to optimize the settings in their scene could make a bigger scene render quicker than someone with a smaller scene that has just cranked all their settings up to the maximum. Knowing what settings your changing makes a huge difference.

 

Also you comment about GI and FG makes no sense. Are you taking about saving/reusing the gi and FG solutions?

 

What is the machine spec that you are trying to render on?

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David

Well from what i learned from Michele bousquet and Steve Nellie is the amount of bounce you have in your scene effect the render timing if you bounce the light around the room say 8 times then it will take longer to render if you have your bounces 1 to 4 then it will take unless time to render your scene.

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David

Well from what i learned from Michele bousquet and Steve Nellie is the amount of bounce you have in your scene effect the render timing if you bounce the light around the room say 8 times then it will take longer to render if you have your bounces 1 to 4 then it will take unless time to render your scene.

 

oh for sure yes, but i go back to what I said, if you then use GI along with FG then it would be pointless using bounces and you may get a quicker render by optimizing the gi settings. But bounces, technically, has nothing to do with how large the scene is.

 

try it, create 10 teapots set your bounces at 1 and render, then set your bounces to 20 and render. the scene size hasn't changed but your settings have and your render time will have increased because you unecessarily bouncing light around the scene. then work your way back from 20 to find a good value that gives a good result. You will have halved your rendertime by optimizing your settings (not reducing the size of the scene) which explains my original point.

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i have given only 3 bounces and i wont belive it took 10 hrs to get render there mus b some serious error what i can do frm my exp is to select all required stuff and save as selected and merge them in new max file because i have cad drawing in layers plus i will re material everything and i will post again!!!!!!!!!!!!!!

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i doubt there is anything wrong with his/your scene as i said it takes time to render depending on the amount of stuff in your scene if you switch back to scanline and render your scene how long does it take?

 

A Erkut said "start a new scene with a couple of objects and use the same settings and render it"

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oh for sure yes, but i go back to what I said, if you then use GI along with FG then it would be pointless using bounces and you may get a quicker render by optimizing the gi settings. But bounces, technically, has nothing to do with how large the scene is.

 

try it, create 10 teapots set your bounces at 1 and render, then set your bounces to 20 and render. the scene size hasn't changed but your settings have and your render time will have increased because you unecessarily bouncing light around the scene. then work your way back from 20 to find a good value that gives a good result. You will have halved your rendertime by optimizing your settings (not reducing the size of the scene) which explains my original point.

 

Correct. And if you set this too low things won't look right. It's usually best to use at least 4.

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i have given only 3 bounces and i wont belive it took 10 hrs to get render there mus b some serious error what i can do frm my exp is to select all required stuff and save as selected and merge them in new max file because i have cad drawing in layers plus i will re material everything and i will post again!!!!!!!!!!!!!!

 

Use a material override w/ a basic grey material on everything. Is it rendering as expected?

 

If no look somewhere else for the problem. Light samples, numbers of lights, shadow settings, gi or fg settings, any number of things.

 

If yes then remove the override and replace the suspect materials with something basic and test again. Again it could be any number of things and yes these materials are way more complex than you would think they are. Even the adsk wall paint is a very complex shader under the hood. These materials where built with the intent to be as physically accurate as possible and allow the simplest settings to modify them. This comes at the cost of render time and having the ability to performance tweak them, but with the benefit of ease of use and quality output.

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hi shane i wanted to know that i have 3 ceiling lights each side (2sides) and one large in center so is that is why i m getting 12 hrs to render 1024x751 res image my light Properties are as follows shape visible= true shadow samples 32 mr GI photons multiplier 2,light dimming on resulting intensity is 75% Color is Fluorescent White pls help me out!!!!!

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Soumitra you will have to narrow down the variables for us to properly help. Did you go through some of the suggested tests I posted before?

 

there's no magic number to point you to, you'll have to go through the dance of narrowing down what makes the most sense for your quality/performance goals. If you don't want to do the magic numbers dance then that is what iray is for.

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re Shane

i know abt i ray but it is for High end machines i dnt have Nvidia Tesla GPU s to fast renderout stuff Got Nvidia GTX450 Card and AMD Phenom II x2 4 gigs of DDR2 RAM so u can understand why m not using it and it has some issues as well with large scenes (got error message device failed out of memory CUDA )

 

i will do tests u mentioned but for that i need some time and since i need to provide output fast i need magical numbers :D do u have any info for tuning mtl and lights from scratch avoiding relighting the scene???? pls reply!!!!

 

 

if u can pls give me u r mail ID i will up the scene on Rapidshare and give u the link to download it !!! :cool:

Edited by NeWAcEiN
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iray is really awesome but not in all situations.. sometimes u need to cheat the physics.. i made a wall light and standing in front of it was a 25cm by 25cm frosted glass.. but no matter what i didnt i couldnt get rid of the sharp shadow it casted on the ceiling.. because it is a physical renderer, it doesnt support the option not to cast shadow :) and the logical thing is what iray does.. just didnt look right visually so i had to switch back to mental ray :)

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