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What settings do you use to cut down render time (med quality) in a crunch???


heni30
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TELLER PRE 11-18.jpg

 

I have this client who is going to want a 36" final board for this rendering. He is always making last minute changes so I'm trying to use settings that will cut down time drastically and give me a medium quality image that will be used for a meeting presentation. There is a lot more detail to be added; due date is next week. Just trying to stay ahead of the game.

 

What res do you use? I use 200 but will 150 do the job?

 

I know there's lots of info out there but I'm always interested in individual approaches.

 

Thanks!

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Edited by heni30
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Change your adaptive amount to 1.0 from .85. Always make sure you have use light cache for glossy rays checked on in your light cache settings. Those two should significantly decrease your render time.

 

Do not use the high Imap preset. Use medium or your own custom one. I'd use -5/-3 with 20 Hsph and 40-100 interp samples. I'd also turn off your AA filter since no filter gives you a boost of speed and it looks like mitchel-netrivelli anyways. You'll want to increase your LC from 100 subdivs, that's too low. I'd go 500-1000 depending on your computer's speed.

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I will apologize in advance for sounding crass.

 

Spend a few dollars on Solid Rocks. If you don't understand the tricks to getting a quick render out of the rendering you are posting, which is as simple as they get, then you really might benefit from this software. It will take all the guess work out of the settings for you. honestly, that rendering should not take any more than 5-10 minutes to render. The lighting looks like pure GI, there are minimal if any reflections or glossy effects. It really should be a quick render unless your hardware is on the slow end.

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Hey - Thanks for the tip. This is just a prelim, like I said. There will be glass, reflective materials and lighting added and as I mentioned, it's going to be printed at 36".

 

The reason I asked is because different people have different approaches and that is what I was interested in looking at; just like there's 10 different ways to do the same thing in Photoshop. I would never use a "just put the button" type software. In other words, I know what I would do - how would someone else do it differently?

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Agree with Scott. I think he pretty much covers it all. For Imap interpolation samples, I'd start just there at 40 and do increments of 10 or 20 until the quality looks acceptable. AFAIK, you can get away with 40 for exteriors, but interiors with a lot more bounced light require more interpolation samples.

 

Post back, let's see how it goes.

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Solidrocks is NOT a push-one-button software. And most people would greatly benefit by using it, if they weren't deilusional about their skills of course.

 

Anyway, one of the good solutions to cut down time for high-res renders, is to simply pre-compute GI solution (IR map) at lower res, then use that one for bigger resolution. It can work just fine up to 1:4 ratio probably, if there aren't many small details.

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Solidrocks is NOT a push-one-button software. And most people would greatly benefit by using it, if they weren't deilusional about their skills of course.

 

Anyway, one of the good solutions to cut down time for high-res renders, is to simply pre-compute GI solution (IR map) at lower res, then use that one for bigger resolution. It can work just fine up to 1:4 ratio probably, if there aren't many small details.

 

Ok, here's a thought: What if you precalc GI at a lower res like you said and then for finals use Add to current map or Incremental add to current map to cover for the detail that might be present on the scene?

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While SolidRocks is a great tool, it's often best to know why it is changing what it changes so in the case where you can't render using it, you don't look like a chimp operating a jet airplane. That being said, seriously for it's price, SolidRocks is probably the best investment you'll ever make.

 

The two best resources for getting the basics of the Why of Vray, outside of this forum of course, are the last chapter "Critical Vray Settings" in the "One Project From Start to Finish" book by 3dats that covers most of your more typical Vray settings and why you change them when you do. The other is the highly informative, yet highly technical, Demystifying the DMC sampler: http://interstation3d.com/tutorials/vray_dmc_sampler/demistyfing_dmc.html

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Ok, here's a thought: What if you precalc GI at a lower res like you said and then for finals use Add to current map or Incremental add to current map to cover for the detail that might be present on the scene?

 

 

This would just divide the render time between small res, and the additional samples that need to be created for high-res. Sum zero, you would technically not gain any time advantage.

 

Only situation in which you would benefit, is when you move from final draft res to full res final, without any change in scene, so you don't need to recalculate the part that was already calculated for previous render, thus shaving some time there.

 

 

The point of this approach, is that high-res from certain point doesn't need additional samples in details and those computed at lower res suffice just fine. Or when generating IR might even be impossible at such res. This is for those situations when clients ask for 600DPI Trucksize billboards ;- )

Edited by RyderSK
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This would just divide the render time between small res, and the additional samples that need to be created for high-res. Sum zero, you would technically not gain any time advantage.

 

Only situation in which you would benefit, is when you move from final draft res to full res final, without any change in scene, so you don't need to recalculate the part that was already calculated for previous render, thus shaving some time there.

 

 

The point of this approach, is that high-res from certain point doesn't need additional samples in details and those computed at lower res suffice just fine. Or when generating IR might even be impossible at such res. This is for those situations when clients ask for 600DPI Trucksize billboards ;- )

 

LOL.

I always tell people around here that 72DPI for a street billboard will do. Half of them reply: What's DPI? ;)

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Hi,

I follow and cross check some these setting while rendering high res.Much of these are already explained here by other fellow members

1)pre calculate gi solution.1:4 ration is just fine as stated by Juraj.

2)switch off AA filters or use area filter.It will work just fine.Use adaptive subdivision. instead adap dmc.

3)try not to use displacement.

4)switch subdivisions of materials back to default

5)Use override ref/refraction max depth in global switches.it would really help if you're rendering interior.

6)Make photoshop action to reduce sizes of your textures(to say 700px-800px) incase you're using lot of huge sized textures.

7)Iam not sure if lowering bucket size will help you but it will definitely save you from crashing and allocating lot of RAM at once.Change "default geometry" mode according to your scene.

I don't know if people agree with me but if the high resolution image is not meant to be printed on a magazine or newspaper then one can render in low DPI and fake it in photoshop, just for the client's sake.I read somewhere "The larger the print, the farther away you will view it, the less dpi you actually need".

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I agree with learning the fundamentals of VRay, that's the most powerful investment you can ever make. Solid Rocks is a band aid and I have always questioned some of the presets, but for newbies, it works well. I think everyone will agree that a high res, and by that I mean not exceeding 7k in the largest dimentsion(no need), your rendering shouldn't take any longer than 3-4 hours at the very most. Stay clear of displacement and you should be fine.

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Ok, maybe i'm not a smartest CG worker around the world - but i'm using ONE TIP to cut down render times in HQ resolutions (3K, 4K or more).

First i'm rendering Irradiance Map with resolution -3,-1 or -4,-1 in 1/4 final resolution. Example - if i have to prepare 4000x3000 final render than i'm rendering Irradiance map (but only irradiance map- without final rendering picture) in 1000x750 px with -3,-1 settings. I'm saving calculated IR Map, and than i'm starting render in final 4000x3000 px resolution but with previous calculated IR map. What a i saved? hehe, here is my simple calculation - if my 1000x750 IR map is calculated in 15 mintues, that's mean for me that in 4000x3000 the same map will be calculated 16 time longer: 15 mintues * 16 times = 240 minutes ONLY for IR map...Well - in 99% cases my IR map calulcated for 1000x750 has totally enough quality for bigger resolutions.

Warning!!! :) hehehe, the same solution is ready to use in animations:) i'm calculating IR maps for anims in 1/2 resolution (640x360 for IR map, and than final render in 1280x720 with using IR map from 640x360 precalculations).

Greetings for You dead Friends, and respect for Your hard work:)

Krzysztof Czerwinski (Hris)

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