We are working for upcoming tutorial. If i can give you an advice : no matter the engine render in 1k and when the project conception is Ok switch to highter settings and resolution.Magog wrote: ↑Wed Aug 29, 2018 1:26 pm I have a gtx1080.
Resolution 2100 x 1900 px.
I have noticed, however, that it does not use the 100% GPU during the calculation.
Thank you for your support!!!
As I written yesterday, if there was a manual to study the parameters I would avoid going to trial.
Tnx again!
Some questions...
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Some questions...
Re: Some questions...
I have modified your original scene in the following way:
- removed the portals
- switched to sky as world light because the HDRI was not packed
- deleted the highpoly spheres in the upper wall lights
- disabled emission in the "emit" material of the upper wall lights
- placed spotlights in the upper wall lights
- changed material brightness to 0.5 V in HSV model (this reduces noise from indirect light, real world materials are rather dim).
There are now only 11 lights (each area light counts as 2 lights because it consists of 2 triangles).
Here is a 210 sample render with Path CPU that took about 15 minutes on my notebook.
Definitely not finished and the denoiser could use some tuning (the floor tile gap in the front vanished).
Note that I rendered with 60% resolution.
- removed the portals
- switched to sky as world light because the HDRI was not packed
- deleted the highpoly spheres in the upper wall lights
- disabled emission in the "emit" material of the upper wall lights
- placed spotlights in the upper wall lights
- changed material brightness to 0.5 V in HSV model (this reduces noise from indirect light, real world materials are rather dim).
There are now only 11 lights (each area light counts as 2 lights because it consists of 2 triangles).
Here is a 210 sample render with Path CPU that took about 15 minutes on my notebook.
Definitely not finished and the denoiser could use some tuning (the floor tile gap in the front vanished).
Note that I rendered with 60% resolution.
- FarbigeWelt
- Donor
- Posts: 1046
- Joined: Sun Jul 01, 2018 12:07 pm
- Location: Switzerland
- Contact:
Re: Some questions...
You may use lamp groups to adjust light of different lamps during rendering. Update of render is usually 10 s until you see the effect of changed lamp group gain. You can change brightness of whole scene in camera settings too.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: Some questions...
Note that if you do this, the sampling strategy will not be updated!FarbigeWelt wrote: ↑Thu Aug 30, 2018 10:52 am You may use lamp groups to adjust light of different lamps during rendering.
This means if you have a very bright light when the render starts, it will be sampled more than other lights.
If you later turn off the bright light, it will still be sampled much more than the other lights, so rendering performance is no longer optimal.
Light groups should be used with care, if you change too much after you started the render, it can be really detrimental to performance.
- FarbigeWelt
- Donor
- Posts: 1046
- Joined: Sun Jul 01, 2018 12:07 pm
- Location: Switzerland
- Contact:
Re: Some questions...
This is a very good information. I usually set the gains until I like the result with lower resolution and restart the render with higher resolution.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
MacBook Air with M1
MacBook Air with M1
Re: Some questions...
I have only read your answer now!
Thanks so much!
It's a great result !!!!!!!!!!!!
Thanks so much!
It's a great result !!!!!!!!!!!!