Understanding Iray lights

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  • SickleYieldSickleYield Posts: 7,649
    Novica said:

    Depending on the cost, if I am understanding you are using one versus four? -  It's not enough benefit to pay for all those cards! About 4 minutes vs 5 minutes? (Or as usual, am I missing something here?) 

    The benefit gap widens with size of the render, but in general, I wouldn't advise a person to buy four cards.  When I bought them we didn't really know much about Iray yet, including the fact that the effect of cards after the first one is greatly diminished.  Having a second cheaper card to run the monitor isn't a bad idea, but it's better use of your money to get the best single card you can instead of two moderate ones.  I would've gotten one GTX 740 (because they were like $100) and one Titan X if I had known; and when the GTX 10x series is Iray compatible I'll only be buying one of those.

  • kyoto kidkyoto kid Posts: 41,934
    edited October 2016

    ...the payoff I see with multiple cards is Viewport response when working in Iray view mode. Last year when Mec3D posted video of her then, dual Titan X system (6144 cores total) screen refreshes in Iray mode were very fast. This is helpful as one doesn't have to stop, run a test render, make scene adjustments, run another test render, etc as the scene continuously renders as you work.  It's wasn't totally "realtime" but pretty close.

    Post edited by kyoto kid on
  • 3Diva3Diva Posts: 11,981

    I'm deeply interested in the mesh instancing question, so I created this test scene to check in a repeatable way.

    It uses only free content from Daz and primitive spheres as mesh lights.  They are grouped as single (the actual mesh light), 10 instances and 50 instances.  Turning a group to invisible removes its lights from the scene.

    My results were (2x GTX 980, 2x GTX 740):

    Single mesh light: 25 sec

    Single mesh light +10 instances: 40 sec

    Single mesh light +50 instances: 1 min 21 sec

    Surprisingly, instances of a mesh light appear to be treated as lighted geometry and multiplied accordingly.  I would love for anyone to confirm or replicate these results.

    Here are my results (with default camera): 

    Single mesh: 53 sec

    Single mesh +10 instances: 1 minute 23 seconds

    Single mesh +50 instances: 3 minutes 44 seconds

     

  • SzarkSzark Posts: 10,634

    has no one realised that it isn't only lights but surfaces also play a huge part in render times. 

  • SickleYieldSickleYield Posts: 7,649
    Szark said:

    has no one realised that it isn't only lights but surfaces also play a huge part in render times. 

    Sure, but that's not what the thread is about. Even in a scene with transmissive surfaces and 4096x textures everywhere you can still lag more with too many mesh lights.
  • ScavengerScavenger Posts: 2,674
    mjc1016 said:
     

    2.  No, there's no noticeable difference when switching the geometry type.  And they are a point set to sphere is going to be noticeablye faster than even the lowest poly sphere.

    It does change light placement and apparant brightness. Picture a photometric light is generated by a string of xmas lights. If they're all bundled tightly it appears brighter. As you change the geometry and size(s), the string is spread across the geometry and  appears less bright, though the same amount of light is being put out. 

  • grinch2901grinch2901 Posts: 1,247

    Interested in this idea of creating instances of lights, I decided to try something. I created a plane and gave it an emissive surface. i then replicated it twice and placed it in 3-point lighting spots to see if it illuminated a human figure reasonably well on all sides.  Since all the planes have the same intensity, I used distance to control the ammount of illumination on the figure from a given plane. Also used the trick of setting opacity cutoff to .001 so the planes were invisible. Set the environmental settings to "Scene Only" and made sure there were no other light sources, and rendered.

    First render is a control: three planes (not instances) in the same location as the instances, with surface setting identcal to the instances.  Instances are OFF, all lighting is from the planes.  Render took 6 minutes 6 seconds to get to 300 iterations.

    Second render is the one with the instance planes. Turned off the real planes, turned on the instances and they alone lit the scene this time. Took 5 minutes 18 seconds to get to 300 iterations. So faster.

    The verdict: instances lit the figure up okay actually. Light from all three planes did illuminate the figure and it seemed to render marginally quicker than real geometry for some reason. That's good. But  the negative thing was the iris of the eyes rendered black. I found that this was because when I set the planes to .001 opacity, they reflected black in the eyes. In the render with the real planes,I set the opacity on the one plane to the right (not visible) up to 100% and the eyes rendered correctly. I could not do that for the one with the instances because it would have made the others all opaque too and they would have been visible. So you get bad reflections this way.

    For what it's worth.

    Repilcated Lights Test - With Real Planes.jpg
    1229 x 950 - 628K
    Repilcated Lights Test - With Instances V1.jpg
    1229 x 950 - 611K
  • fastbike1fastbike1 Posts: 4,079

    @grinch2901

    I suspect it rendered slightly faster bcause the instances have less to load into memory, i.e. the render starts faster.

  • grinch2901grinch2901 Posts: 1,247

     

    fastbike1 said:

    @grinch2901

    I suspect it rendered slightly faster bcause the instances have less to load into memory, i.e. the render starts faster.

    Could be, but I do use the Aux Viewport set to Iray mode so it's typically already got the textures and geometry already pre-loaded into my card when I hit the render button. The dfference isn't much, the way to tell if it was a one-time thing would be to either start timing it with a stopwatch (or equivalent) from the time iteration 1 pops up or maybe tray a larger scene with more lights and see if the improvement scales. If it's simpler / faster for each instance then the more fake lights you have going on, it ought to multiply that savings.   In theory.  Of course, my rig is too slow to do a real test, it would take forever to render a decent size scene and I'm notoriously impatient!

  • kyoto kidkyoto kid Posts: 41,934

    ...the face in the isntanced version seems to have less light on it.

  • grinch2901grinch2901 Posts: 1,247

    I agree Kyoto, the light isn't exactly the same. It's lit, but one is more grainy in the face area, even though iterations were the same. Interesting how this works, isn't it?

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