Small Bathroom

Show off your final renders
Post Reply
9 posts • Page 1 of 1
User avatar
Lal-O
2nd Place Winner
Posts: 264
Joined: Wed Sep 23, 2015 7:09 am
Location: México
3D Software: SketchUp
Contact:

Small Bathroom

Post by Lal-O » Tue Aug 07, 2018 6:52 am

Hi guys.
This is my latest work. Hope you like it . C&C Welcome.
Two version of the same project. :D

2 hrs each...Not sure if that is a "normal" time for a little project like that, but for me is toooo much :roll:....Anyway...if someone wants to give a try to get lower rendering times then just feel free to ask for the model :D
Attachments
02.jpg
01.jpg

User avatar
Pibuz
1st Place 100
Posts: 2637
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Small Bathroom

Post by Pibuz » Wed Aug 29, 2018 7:05 pm

Hi Lal-O!
About your rendering times...first of all: SPECIFICATIONS (of you machine)

Then, the usual tricks.
1. in this kind of scene, black environment
2. no perfect "whites" (no 255 255 255)
3. detach of at least 0.1mm the reflective surfaces between each other (eg. the glass panes from their metallic supports)

User avatar
Zom-B
1st Place 100
Posts: 4588
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Small Bathroom

Post by Zom-B » Wed Aug 29, 2018 7:38 pm

You can upload a pigs for me, and I'll take a look
polygonmanufaktur.de

User avatar
Lal-O
2nd Place Winner
Posts: 264
Joined: Wed Sep 23, 2015 7:09 am
Location: México
3D Software: SketchUp
Contact:

Re: Small Bathroom

Post by Lal-O » Thu Aug 30, 2018 3:57 am

Pibuz wrote:
Wed Aug 29, 2018 7:05 pm
Hi Lal-O!
About your rendering times...first of all: SPECIFICATIONS (of you machine)

Then, the usual tricks.
1. in this kind of scene, black environment
2. no perfect "whites" (no 255 255 255)
3. detach of at least 0.1mm the reflective surfaces between each other (eg. the glass panes from their metallic supports)
Hi Pibuz !

My Machine specs are :
Intel I7 5960X Xtreme Edition 3.5 Ghz
Nvidia Titan X 12 Gb VRAM
64 RAM

1)I didn't know that one :roll:
2) I always use a "white" texture when is about white walls ( they never are 255,255,255 :D ).
3)I didn't know that one either :roll:
4)OpenCL enabled (CPU on)

I'll upload the Skp File if you want to take a look to the model :wink:

The Skp LINK:
https://drive.google.com/drive/folders/ ... eV1P1bfIP5

Thx for the reply my friend, useful as always :D .

User avatar
Lal-O
2nd Place Winner
Posts: 264
Joined: Wed Sep 23, 2015 7:09 am
Location: México
3D Software: SketchUp
Contact:

Re: Small Bathroom

Post by Lal-O » Thu Aug 30, 2018 3:59 am

Zom-B wrote:
Wed Aug 29, 2018 7:38 pm
You can upload a pigs for me, and I'll take a look
Sure mate, no problem :wink:

The LINK:
https://drive.google.com/open?id=1ZBVf_ ... f1Wzphfp1m

Thank you for test it out ! :D

User avatar
Zom-B
1st Place 100
Posts: 4588
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Small Bathroom

Post by Zom-B » Thu Aug 30, 2018 1:44 pm

hey Lal-O,

there are several issues in this scene you should take care of:

1) your plasterwhite0083_3_ostion MAterial is a texture with RGB values above 204. reduce these in a image editor to max 204 in any colour or reduce it by lowering the B value of the texture (b of 0.85 would reduce the Red in this image of max 241 to 204). Same is for your marble

2) your light emitters are not equaly powered! DoubleCheck your light layers, while layer 1 gets clear quite OK, layer 0 stays super noisy contributing a lot of noise to the whole image. Boost the Emission Sampling Multiplicator of that emitter to match noisyness of Layer 1.
emission_multi.PNG
emission_multi.PNG (5.6 KiB) Viewed 419 times
3) set your emitters to pure black diffuse, then they'll only emit light and every ray they catch gets killed. this usually boosts rendering performance, depending on Emitter size.

4) disable sun+sky, you still have them active...

5) reduce your Muebles, Plastico blanco, sink, Blanco cristal front and all the others white value down to 204 in RGB

6) make your emitter in the covered ceiling WAY bigger. PT needs to conect this hidden emitter somehow with the camera, the bigger they are, the less noise you get.

7) if not really needed use uniform emitters instead of blackbody, they do render a little faster...


By aplying 1-5 this I could raise the samples/s on my 1080ti from 7,7M to 11M

7) your toilet Doors are made out of glass covering a doublesided thin naterial, thats quite complex stuff that causes some pain... is this intended? changing them to Phong raised my samples/s to 13,5M

8 ) an F-Stop of 2 seems quite high, max it out to 64 to prevent (even subtle) DOF blur and therefore longer rendertimes.


If you use Clamp Contribution then setting it to 1000 does nothing at all... try values of 50 or even 25 to kill unwanted FireFlies.

Give that scene a try on CPU PT+BiDir :)
polygonmanufaktur.de

User avatar
Pibuz
1st Place 100
Posts: 2637
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Small Bathroom

Post by Pibuz » Thu Aug 30, 2018 6:50 pm

You always learn something from master Zom-B :D

User avatar
Lal-O
2nd Place Winner
Posts: 264
Joined: Wed Sep 23, 2015 7:09 am
Location: México
3D Software: SketchUp
Contact:

Re: Small Bathroom

Post by Lal-O » Fri Aug 31, 2018 2:43 pm

Zom-B wrote:
Thu Aug 30, 2018 1:44 pm
hey Lal-O,

there are several issues in this scene you should take care of:

1) your plasterwhite0083_3_ostion MAterial is a texture with RGB values above 204. reduce these in a image editor to max 204 in any colour or reduce it by lowering the B value of the texture (b of 0.85 would reduce the Red in this image of max 241 to 204). Same is for your marble

2) your light emitters are not equaly powered! DoubleCheck your light layers, while layer 1 gets clear quite OK, layer 0 stays super noisy contributing a lot of noise to the whole image. Boost the Emission Sampling Multiplicator of that emitter to match noisyness of Layer 1.

emission_multi.PNG

3) set your emitters to pure black diffuse, then they'll only emit light and every ray they catch gets killed. this usually boosts rendering performance, depending on Emitter size.

4) disable sun+sky, you still have them active...

5) reduce your Muebles, Plastico blanco, sink, Blanco cristal front and all the others white value down to 204 in RGB

6) make your emitter in the covered ceiling WAY bigger. PT needs to conect this hidden emitter somehow with the camera, the bigger they are, the less noise you get.

7) if not really needed use uniform emitters instead of blackbody, they do render a little faster...


By aplying 1-5 this I could raise the samples/s on my 1080ti from 7,7M to 11M

7) your toilet Doors are made out of glass covering a doublesided thin naterial, thats quite complex stuff that causes some pain... is this intended? changing them to Phong raised my samples/s to 13,5M

8 ) an F-Stop of 2 seems quite high, max it out to 64 to prevent (even subtle) DOF blur and therefore longer rendertimes.


If you use Clamp Contribution then setting it to 1000 does nothing at all... try values of 50 or even 25 to kill unwanted FireFlies.

Give that scene a try on CPU PT+BiDir :)
:shock:

Damn... Well, I definitely did not know most of the information you gave. It seems i've made a lot mistakes :oops:
However, i've also learned so much with your post.Is really useful :D

All i have to say is THANK YOU SO MUCH by taking the time to review my model and for the most imporat thing ...for sharing your knowledge.

Thank you again :D

User avatar
Zom-B
1st Place 100
Posts: 4588
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: Small Bathroom

Post by Zom-B » Sat Sep 01, 2018 12:19 am

Hey guys, no problem for sharing my knowledge.
Not all tipps kick in hard, but they add up ;)
polygonmanufaktur.de

Post Reply
9 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 1 guest