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MOAWiz
11 years 4 months ago #5263
by subburb
Replied by subburb on topic Re: MOAWiz
yes it should be, but after many tests, i figured that screen mode works fine, even in interiors. Worls mode can lead on high memory usage, and splotches on objects that are far away from camera (behind windows for example). That's why i decided to stay on screen mode.
I had tragic family issue this week, i'll be back next week to work on that. New build is 70% finished.
I had tragic family issue this week, i'll be back next week to work on that. New build is 70% finished.
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11 years 3 months ago #5270
by eyepiz
Replied by eyepiz on topic Re: MOAWiz
Thank you for the update Jérôme...I'm sorry to hear about your tragic family issue.
Thanks for your hard work.
Thanks for your hard work.
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11 years 3 months ago #5271
by eyepiz
Replied by eyepiz on topic Re: MOAWiz
Hi Jérôme,
I also found this bit of information on 3dworldmag. I noticed SR always turns off the secondary GI engine regardless if your using light cache for glossy rays or not.
www.3dworldmag.com/2011/06/13/flicker-fr...ation-using-v-ray/2/
Light cache:
You now have two options depending on your workflow, if you have rendered your animation with use light cache for glossy rays ticked, you will need to leave your light cache as the secondary GI engine.
Keep it in single frame mode and have use camera path ticked.
If you have rendered without use light cache for glossy rays, disable the secondary GI engine leaving only the irradiance map as the primary GI engine.
You can do this because the secondary GI data has been stored in the primary GI engine via the irradiance map prepass.
I also found this bit of information on 3dworldmag. I noticed SR always turns off the secondary GI engine regardless if your using light cache for glossy rays or not.
www.3dworldmag.com/2011/06/13/flicker-fr...ation-using-v-ray/2/
Light cache:
You now have two options depending on your workflow, if you have rendered your animation with use light cache for glossy rays ticked, you will need to leave your light cache as the secondary GI engine.
Keep it in single frame mode and have use camera path ticked.
If you have rendered without use light cache for glossy rays, disable the secondary GI engine leaving only the irradiance map as the primary GI engine.
You can do this because the secondary GI data has been stored in the primary GI engine via the irradiance map prepass.
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11 years 3 months ago #5282
by mhok
Replied by mhok on topic Re: MOAWiz
Hello Jerome,
I'm also sorry to hear about your family tragedy.
I'm having a similar problem rendering an animation with some moving objects on a render farm with about 25 nodes. I use the Full, 2 pass method. During the first pass calculation times are really erratic, for example one frame calculates in about a minute, the next one can take nearly an hour or more. And in the render pass, frames that take 2 minutes to render with Solid Rocks in still mode on my workstation take up to 20 when rendered by more powerful computers on the farm. In your first reply you suggest this:
"On the second pass, the irrmap interp samples can(must?) be lowered cause it handles multiple irradiance maps and cause render to slow down...
I'm working on it.
In waiting, you can use the "save for farm" button on pass2, open the max file, and adjust manually the IM interp samples to gain time."
If I understand correctly, you suggest using the "save for farm" button to save a separate temporary .max file, closing the original file and opening up the temporary one. Then opening up the 3dsMax render dialogue box and manually changing the "interp.samples" value under irradiance map basic parameters? Can you suggest a value to put in here? Does not putting in a lower number increase the quality and thus the time taken to render. And then should you send the job from the 3dsMax dialogue or from Solid Rocks? I'd really appreciate if you could set out a detailed step-by-step workflow.
Thank you.
I'm also sorry to hear about your family tragedy.
I'm having a similar problem rendering an animation with some moving objects on a render farm with about 25 nodes. I use the Full, 2 pass method. During the first pass calculation times are really erratic, for example one frame calculates in about a minute, the next one can take nearly an hour or more. And in the render pass, frames that take 2 minutes to render with Solid Rocks in still mode on my workstation take up to 20 when rendered by more powerful computers on the farm. In your first reply you suggest this:
"On the second pass, the irrmap interp samples can(must?) be lowered cause it handles multiple irradiance maps and cause render to slow down...
I'm working on it.
In waiting, you can use the "save for farm" button on pass2, open the max file, and adjust manually the IM interp samples to gain time."
If I understand correctly, you suggest using the "save for farm" button to save a separate temporary .max file, closing the original file and opening up the temporary one. Then opening up the 3dsMax render dialogue box and manually changing the "interp.samples" value under irradiance map basic parameters? Can you suggest a value to put in here? Does not putting in a lower number increase the quality and thus the time taken to render. And then should you send the job from the 3dsMax dialogue or from Solid Rocks? I'd really appreciate if you could set out a detailed step-by-step workflow.
Thank you.
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11 years 3 months ago #5283
by subburb
Replied by subburb on topic Re: MOAWiz
hi mhok, you're right !
you need to use the file generated by the "save for farm" button, and then change by hand the im interpolation samples value to a lower one.
I talked with Vlado. He have no "god value" but you can use this kind of rule :
Let's say you have 26 interp samples for a still image.
As a start you can try to simply divide the interp samples value by the Im prepass value :
26/2 = 13
i'm having some quality/rendertime tests with this method compared to the "real" quantity of IM frames blended. If value is 2, then 5 frames will be blended (the actual one, the 2 next and the 2 previous).
So you may try with 26/5 in this case, let's say 6.
In fact, afaik, you should use a value between 6 and 13 for your final render. maybe 9-10 ?
you need to use the file generated by the "save for farm" button, and then change by hand the im interpolation samples value to a lower one.
I talked with Vlado. He have no "god value" but you can use this kind of rule :
Let's say you have 26 interp samples for a still image.
As a start you can try to simply divide the interp samples value by the Im prepass value :
26/2 = 13
i'm having some quality/rendertime tests with this method compared to the "real" quantity of IM frames blended. If value is 2, then 5 frames will be blended (the actual one, the 2 next and the 2 previous).
So you may try with 26/5 in this case, let's say 6.
In fact, afaik, you should use a value between 6 and 13 for your final render. maybe 9-10 ?
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11 years 3 months ago #5284
by mhok
Replied by mhok on topic Re: MOAWiz
Thanks for replying so quickly. I understand that there are no universal solutoins, but I appreciate the guidance. I'll run some experiments.
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