Author Topic: Better render times for volumetric scattering  (Read 2014 times)

2022-12-04, 03:19:07

Mac3DX

  • Active Users
  • **
  • Posts: 147
    • View Profile
Guys,
Don't take me wrong, but 20 min for a 1K image on an i9 12900K is disappointing once we look at GPU render engines out there. The same image at 4K would take 5h and 30m or even more. That's out of question!
Do you think it's possible to reduce it considerably? Honestly, volumetric scattering in Corona is one of its treasures IMO and I would love to keep using it, but it impracticable the way it is.

2022-12-04, 17:05:14
Reply #1

davetwo

  • Active Users
  • **
  • Posts: 298
    • View Profile
Please send the scenefile otherwise it's impossible to tell anything oubout this.

2022-12-05, 00:25:42
Reply #2

Mac3DX

  • Active Users
  • **
  • Posts: 147
    • View Profile
Sure, here you are!

2022-12-05, 10:44:21
Reply #3

davetwo

  • Active Users
  • **
  • Posts: 298
    • View Profile
Hmmm, I had a quick look - but didn't notice anything obviously wrong with the set-up. And yes, it does render rather slowly! Sorry I can't be more useful

2022-12-05, 11:30:43
Reply #4

burnin

  • Active Users
  • **
  • Posts: 1532
    • View Profile
IDK, but I still think this is most advanced tech to render volumes physically correct. It's just the  nature of the game w/o shortcuts (bias/ray marching...) and GPUs struggle even more (for they lack of precision).


2022-12-05, 13:43:54
Reply #5

Mac3DX

  • Active Users
  • **
  • Posts: 147
    • View Profile
I will do a quick search over volumetric scattering in other 3D packages just for comparison. We don't need all that precision IMO, just something visually pleasing to trick the eyes.
They should implement the regular SSS with the directionality parameter, it will help a lot to have full control in order to make your objects waxy or opaque mimicking very well this kind of material. I think the volumetric scattering channel works better for viscous materials, like gel for instance.
Take a look at how dark it is when you zero the transparency and just want to use the SSS with some directionality. In Modo we have this property and works pretty well, why not have this in Corona in the SSS channel?

*Forgot about this, also not limiting the amount of SSS to 100% give us even more control to achieve more or less translucency for the fine details combined with directionality.
« Last Edit: 2022-12-05, 13:53:04 by Mac3DX »

2023-03-15, 20:36:51
Reply #6

Mac3DX

  • Active Users
  • **
  • Posts: 147
    • View Profile
Just to get some inspiration. Super fast, simple, impressive control over the the desired effect. Who knows one day?!

t=154s