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Posts posted by zeno
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So,
after 2 days different things have changed: with ambient light set to off and only with indirect lightning, heliodon, background, exposure camera settings i managed to find a better result, in terms of time than I believe, of quality.
In fact, if you work with "fake global light" you can't set correctly lamps and camera settings, because you need to follow the fake light that you introduced. I think now is better the mirror and the whole scene is more realistic.
Next step (maybe next work) is how introduce volumetric light from windows, i just tried once but without good results so i let it go .
About the time: drastically reduced, up to 7 times!!! Thank you so much to JimW.
I attached the picture and the Renderstyle settings.
See you!
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1 hour ago, zoomer said:
that you won't notice any improvement.
I watched the wall bottom and only with 2 or boundes that seems badly than with 8, or for example the roof near the light.. it seems an orange not a wall
these effect is fixed with 8 boundes (or.. wait a moment.. could by the better settings on a quality tab? )
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2 hours ago, zoomer said:
For the wood floor in the last image I would add some blurryness to the reflection despite the
expense in render times. Blurry Reflections add a lot of quality. Wherever they are important
and visible, I would pay the price for them. I just renounce of them where they don't add much
value.
For the moment i stay away from Blurriness :-) I'm just trying others settings: now i set lower illumination to incandescense texture (from 350& to 100%) and high exposure time (1/60 and 100 iso) to have better global illumination without GI setting.
The rendering are dark. But i can't spend 7 hour for a render. I just need to find the correct settings between
- light power
- time exposure and iso in camera settings
- blur setting on the camera
For the indiricect lighting i already have 8 boundes and high quality, not less. But: more boundes means more light? I'm not totally sure i undertand this.
I hope that in a cup of hours i will find the final standards, but i feel that more i work without GI, more realistic situation i find. I get lower illumination for example.. so i think that if you want to work with a camera like in the real world, you can work without GI. without GI means less time render, because indirect lightning is necessary in my opionion.
2 hours ago, zoomer said:I think the last one may need a bit higher AA settings (for the table).
Which one of the settings you mean to set in AA (AA means Molto Alta so very High?)
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5 minutes ago, JimW said:
i would expect both of these changes to be comparable in rendering time, they aren't severely "expensive."
For now, in a half hour it is on a wonderful total white style, apparetly locked, working (i believe) for the preview. I wait not more than 20 minute and i try with the camera without Ambient Light.
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But i use the cameras! So i can turn on the indirect light, turn off the ambient light and play with exposure. I think but that the lamps goes to be extra exposed... so no extra time but extra exposed zone i think.
I can try for the next step.
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2 minutes ago, JimW said:
(Always keep in mind, no matter what I or anyone else here may suggest in rendering techniques, this is very much an art more than a science and the "right" answer is whatever set of settings looks best to you.)
Sagge parole dispensi ai discepoli, maestro!
Yes, it is a charming world but it need much expensive time. Now i'm tring with this settings.. let's wait and see (it will be a very long night..)
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So.. we passed from 7 hours and 45 minutes to just 15 minute... ahaha.. i believe this way is really better than another! But the quality off course is a little bit lower..
I just need to see the lamp's reflection on the roof and increase the quality (see you the rumor at the bottom?). So need i to activate indirect lighting and deactivate ambient lighting/occlusion, right?
No words!!! Thanks!! You rock!!
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8 minutes ago, JimW said:
UI is close enough that I can still help
On the Quality tab, the large majority of the time you can avoid ever picking Very High (Molto Alta?) for anything. High is often fine.
Leave Curved Geometry set to High, I almost always leave this set this way unless my model has no curves at all.
Anti-Aliasing can usually be dropped to High or Medium. I only drop it to Low for test renderings.
Indirect Lighting - So; the quality you have set is High, but you ALSO have ambient lighting and Ambient Occlusion enabled. Ambient Light/occlusion are sort of a method to "fake" indirect lighting for the sake of speed. I suggest as a test you disable ambient lighting and occlusion and just render with indirect lighting to see if you like the look. Then, a second test, disable indirect lighting and enable ambient lighting/occlusion to judge that as well. It is very rare that you would need to use both, and ambient light/occlusion is MUCH faster than indirect lighting.
Soft Shadows - I have not tested the speed of this too much, generally I leave this as medium or high. I do not THINK it impacts overall render speed that much on its own.
Blurriness is VERY time consuming as a rendering option. Medium or High again are the only two I use, but I also only use Blur in my textures where it is really needed. But you can test whether it's impacting your render speed badly by simply unchecking it from the first "Options" tab, so the render will be completed with no Blur. Blur mixed with Indirect Lighting will also compound how long the overall render takes as these two features interact.
Environment Lighting in this scene in particular could probably be set to Low or Medium merely because the majority of the light in your scene is from Light objects placed around the interior of the room. The only place Environment Lighting is coming in that I can see in your current scene is on the elft just behind the windows, and if this isn't the main source of light in a scene (as it doesnt seem to be here) you can drop this quality to a lower value.
Displacement Mapping - I dont see any displacement mapped textures in your scene, but you have this set to Low so most likely it isnt impacting things heavily even if you did have displaced textures.
Max Reflections - This can often be dropped to 2 even in photorealistic renders unless you have a LOT of glass right next to each other that you are focusing on close up. Increasing this setting (especially when paired with blurriness of reflected surfaces and indirect lighting) even slightly can dramatically increase render time, on the order of making a 4 hour render with 2 reflections an 8 hour render with 3 reflections.
A lot of feedback, but Rendering is my main area of interestI'm very impressed by the accuracy of your answer. Thank you so much.
So i put in practice your advice. i keep you informed.
:-)
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On 15/3/2017 at 4:46 PM, Luis M Ruiz said:
Thank you!
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Hello everyone, i am fairly new here..
I would like to ask you an opinion on the duration of rendering. This is the second work i render with VW (before i already use Artlantis)
These viewport Is 35 cm wide and 21 in height, the sheet layer is set on 200 DPI. The CPU i7 4790 3.60 Ghz. At the moment the machine is working from 7 hours and more..
I'm a bit worried because I have another 6 viewport ready :-)
Someone have an idea about the long duration of rendering?
Thanks
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On 13/6/2017 at 4:03 PM, AD+B Studio said:
has there been any resolution to this issue? I am having it and the restarting and deleting is not working What is odd is that OpenGL rendersfine it is just when ai render in a higher quality that the VP renders black.
Sometimes i had the same issue. If you use a camera and try to render the viewport in OpenGL, everithing looks fine, but if you try to render it in another mode everithing get black.
if you convert the viewport into a camera by double cliking on the viewport, go inside the camera, try to check the real position of the camera in a plan view. Sometimes the point of view is in the middle of a wall component or in a object and when you try to render the scene everithing get black (not opengl).
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On 2/6/2014 at 3:37 PM, JimW said:
That works during DWG import, the CTB file merely needs to be present in the same folder as the DWG file, but I do not believe it can be used separately from the DWG import process.
Need the .ctb file be generated from the dwg file i want to import? Or need it only to have the same position on the folder?
thanks
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It may very useful to be able to handle the thickness and inclination of the walls and its component freely. We European users feel very much the need to have more freedom in the drawing of the walls.
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Absolutely we need it. The viewport should be rendered with every render-style mode. It is an effective tool for project representation.
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Hello everyone,
if i need to project correctly a wood house, actually i can't.. off course i would like to see all the components, in 3 dimension etc.
Could be enough if it were possibile to set every single component of the wall like a frame or a panel. We could have 3 choices: standard wall, courtain wall and.. Superwall!
In a superwall every component can be set like a frame or panel, and so the user can create correctly a complete house structure all made in wood.
Sounds it good?
Bye!
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Saving rendered viewport
in Wishlist - Feature and Content Requests
Posted · Edited by Zeno
Sometimes when you finish to elaborate a rendered viewport (maybe after hours) you need to manage the object for impagination setting. Not for rescaling picture, but for exemple you need to move it into the sheet layer, aling it, cut it, eccetera..
Try to move a rendered viewport and then press cntrl+z WIN or cmd+z macOSX. The rendered viewport disappeared, and it's easy not to take it positively. The same when you need to recover the backup file. All viewport are losts.
So: could be very helpful to find something for really saving the rendered viewports, even when "saving cache viewport" is enabled. Maybe is just sufficient to create automatically a png image on the final process, like when you separate a pdf file, you know?
Thank you and have good work
Z