Beautiful Skin for Genesis 2 iRay

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Comments

  • Steven-VSteven-V Posts: 727
    Tobor said:

    I re-textured DAZ's Conference Room to use (single-sided) meshes for the overhead fluorescents. Took 4 hours just to reach less than 4% convergence. My machine was about to melt. When I took those out and just used parametric lights, everything zipped by (well, "zipped" on my machine is two hours for a scene). Sadly, the look with parametrics isn't right. The scene needs to be lit by those diffuse fluorescents overhead. Currently saving up for a better GPU with more VRAM, and the wait is hard. 

     

    The overhead fluorescents didn't happen to be tube-shaped did they? And be on dual-sided emitting? Because the same thing happened to me and that was the culprit. Tube-shapped emitters DESTROY my render times. I mean utterly destroy them.

    My solution was to make a flat plane, one-sided emitter, the size and shape of the whole bank of fluorescent lights, instead of a row of tubes. Produces similar lights and will render in 10% the time.

    But again, it is absolutely the case that in the exact same scene, two lights of the exact same emission intensity that are identical in every other way, one a plane primitive and one a cylinder primitve... the plane primitive will render WAY faster than the cylinder. There is simply no question on this point. I have tested it in multiple scenes under multiple conditions. For some reason non-planar shapes (or at least, spheres and cylinders) hose render times. 

  • ToborTobor Posts: 2,300
    Steven-V said:

    The overhead fluorescents didn't happen to be tube-shaped did they? And be on dual-sided emitting?

    No, just planes, single sided, added a bit of thickness to ensure they weren't one-poly thick. 

    In addition to the emissive shaders for the fluorescents, the other culprit was the shiny Iray Uber surfaces. Lots of glossy topcoat on the table and floor, and the chairs were leather with grain.

  • Steven-VSteven-V Posts: 727

    Hm, then I dunno. Mesh lights do take longer to render than HDRI or sun/sky but they shouldn't be killing your render THAT much.

  • ToborTobor Posts: 2,300

    As I said above, it's likely the combination of the planes as emissives, AND the change to highly reflective surfaces. It's a lot of tracing of rays, from broad geometric fronts. By their nature, emissive sources are diffuse, so any given point on the surface has more than one ray. At least, that's how I envision it.

     

  • freni-kynfreni-kyn Posts: 394

    It would be very nice if there was a pdf to go with this.  I have hearing problems and trying to track what is said in a video tutorial is very difficult for me.

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