Russian Appartment - "Khrushchev building" redesig
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
Russian Appartment - "Khrushchev building" redesig
Hi, take a look at my redisign of the room
After of 60h it's too noisy, BIDIR is off, There're portals also
and 5 light layers
After of 60h it's too noisy, BIDIR is off, There're portals also
and 5 light layers
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- view_01.jpg (546.63 KiB) Viewed 5184 times
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- view_02.jpg (553.77 KiB) Viewed 5185 times
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- view_03.jpg (660.45 KiB) Viewed 5185 times
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- view_04.jpg (134.25 KiB) Viewed 5184 times
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
Hi, folks!
After your advices I left only one light - Physical Sky+Sun, BiDir is off, but as U can C the pictures are still noisy after of 66h what's wrong?
BTW there's a double glass in the window frame - is it ok? or should I remove it?
The main question is how to render the scene for 14h-16h not more?
My comp: Acer Aspire 7520G AMD Thurion 2.0 X2, 2Gb Ram, GeForce 8400M
After your advices I left only one light - Physical Sky+Sun, BiDir is off, but as U can C the pictures are still noisy after of 66h what's wrong?
BTW there's a double glass in the window frame - is it ok? or should I remove it?
The main question is how to render the scene for 14h-16h not more?
My comp: Acer Aspire 7520G AMD Thurion 2.0 X2, 2Gb Ram, GeForce 8400M
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- cooler_inc_view_02.jpg (82.91 KiB) Viewed 4903 times
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- cooler_inc_view_01.jpg (248.91 KiB) Viewed 4907 times
Hi cooler_inc !
Somehow I missed your thread...
If the curtain is blocking all the incoming, direct lighting then you should remove even than pane (but leave exit portals in place).
Problem n°2 in your scene are colour values, scale them all down to 65-75 % of their actual values. Yes that's a strong reduction but that'll illustrate a great difference in performance. Tonemapping allows you to set the white point afterwards.
Basically colour values tell how much of the light is send back after bouncing on a surface. The higher the values, the more light is spreaded around, often much more than in reality (I mean the effect is often overdone by user input values). This is I think why your scene takes ages to clean: saturation !
I hope that'll help us to see some improvements Nice scene btw
massive post editing
Somehow I missed your thread...
Indeed. If you have set direct sun light to enter the room, then you should use exit portals, and prefer a single pane of ghost glass (see material database). Put the pane in front of the portal and inside the room (not both at the same position).BTW there's a double glass in the window frame - is it ok? or should I remove it?
If the curtain is blocking all the incoming, direct lighting then you should remove even than pane (but leave exit portals in place).
Problem n°2 in your scene are colour values, scale them all down to 65-75 % of their actual values. Yes that's a strong reduction but that'll illustrate a great difference in performance. Tonemapping allows you to set the white point afterwards.
Basically colour values tell how much of the light is send back after bouncing on a surface. The higher the values, the more light is spreaded around, often much more than in reality (I mean the effect is often overdone by user input values). This is I think why your scene takes ages to clean: saturation !
I hope that'll help us to see some improvements Nice scene btw
massive post editing
Last edited by CTZn on Thu Jan 08, 2009 1:47 am, edited 1 time in total.
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
A lightlayer isn't defined by a single light source. You can pack all the lights into a single layer and then that part doesn't matter anymore. You can use all your lights but without lightlayers. (or by simply putting all of them in one)
Yeah, saturation. Can be found in hundreds of locations in the forums (though, usually, the problem is white... but here, ANY colour is supersaturate)
White Paper has around 80% brightness - 0.8 0.8 0.8 grey.
Don't go over 80% for any of your colour values and you'll save a LOT of resouces
Yeah, saturation. Can be found in hundreds of locations in the forums (though, usually, the problem is white... but here, ANY colour is supersaturate)
White Paper has around 80% brightness - 0.8 0.8 0.8 grey.
Don't go over 80% for any of your colour values and you'll save a LOT of resouces
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
What's your feeling really, cooler_inc ?
45h is still pretty long for me, though you don't seem to be using bidir, and all sun light is indirect wich definitly takes longer...
The more light you shed in the room, the better (are those things around the bar, light spots ?)
Only you can tell us how better it went
To be honest, I'm curious on why bidir was turned off, fireflies issues or something ?
Strange request: can I see one pic after, say, 30s of render ? Did you modify mlt settings or leave default ?
From my own experience it's good to find a scene-specific setting for mlt wich would make single light clumps about the double than the average detail size, in screen space... you know, mlt goes by splatching light here and there. If the individual splatches are of wide focus it's better, but not that wide that they would fade into point clouds. Quite tricky to tweak but can help with softening noise ...
45h is still pretty long for me, though you don't seem to be using bidir, and all sun light is indirect wich definitly takes longer...
The more light you shed in the room, the better (are those things around the bar, light spots ?)
Only you can tell us how better it went
To be honest, I'm curious on why bidir was turned off, fireflies issues or something ?
Strange request: can I see one pic after, say, 30s of render ? Did you modify mlt settings or leave default ?
From my own experience it's good to find a scene-specific setting for mlt wich would make single light clumps about the double than the average detail size, in screen space... you know, mlt goes by splatching light here and there. If the individual splatches are of wide focus it's better, but not that wide that they would fade into point clouds. Quite tricky to tweak but can help with softening noise ...
- cooler_inc
- Posts: 158
- Joined: Mon Aug 14, 2006 10:21 pm
- Location: Ukraine, Donetsk
- Contact:
Are these the defaults Blender values for the advanced Settings??
I'm just asking, because I thought the one for Cindigo are from Indigo default, and "we" use:
MaxChange: 0.01
MaxDepth: 10000
If somebody is interested, you get this settings explained here
I'm just asking, because I thought the one for Cindigo are from Indigo default, and "we" use:
MaxChange: 0.01
MaxDepth: 10000
If somebody is interested, you get this settings explained here
polygonmanufaktur.de
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