Chaos Corona Forum
General Category => Gallery => Topic started by: VASLAVO on 2014-06-09, 19:48:34
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Hi guys, this is a really big project arround 30 million polys with the help of forest plugin and a lot of proxys, it has 551 lights on the afternoon and night shots with hdr enviroment, resolution 2000 x 2000, we are still having problems with these scens on i7 3.6 with 16gb ram, it doesnt render, it has to be rendered on dual xeon 64 gb ram, any tips?
C&C welcome
edit: here its an example of a fly by video on A6 backburnner, 1:34 min per frame i7 16gb
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Well I hope your water material is not generating caustics, otherwise it might be rude.
They should be something(s) to optimize because it doesn't look like amazingly heavy scene to my knowledge.
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No, its not generating custics, onli the light from the pool, actually it has a lot of plys on stones and som diferent furnitures for every house, we made a test for a short hd animation and 100 passes look ok but it took arround 1 hour per frame the daylight scene, havnt test the night one.
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oh ok then you know how to go probably, put furnitures on differents layers (from 2015 layers can be nested if I understood well) otherwise just put all furnitures in layers like furniture house1 / furnitures house 2 / etc... and switch them off when unneeded according to the location you are rendering... there's no point in calculating the light below a table 150 meters from your view, well may be corona is good enough to not taking care too much about hidden corners but if you have your main rays reflections set to 25 bounces, who knows where it get for not much at the end. By the way I would say that you can reduce that too (render settings, main settings), better for interior where light bounces means realism, outside are more straightforward in my opinion 10 bounces and that's it... but let's hear some experts advices...
Hidding un-needed objects would for sure save some ram. (all the fans etc, cannot see them after 40meters anymore)
You should try to do the same with vegetations, don't need to render grass or stones behind a wall, or far away, just use a simple texture with proper color to tint things around properly.
I know you can constraint instances to the camera angle with forest, but I don't think you can dismiss instance in the camera's angle hidden behind something else, so try to make good use of it, use the distance parameters (scale a bit instance far away and use less)
http://www.itoosoft.com/forestpack/reference/refcamera.php
If because of your animation you need everything to be visible along one sequence, just break it down in shorter pieces.
Note : about visual, I would try to harmonize color of that tall dry grass a bit too white, adding relief to the curved roof to, it looks a bit too much mapped right now (though i'm not sure it is). Have you tried to use round corner advanced material option for distant buildings ? the bump map of water is a bit to strict on some view too...
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Less unique geometry and more instancing. Same goes for the textures. That's the only way for now.
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we are doing those thins already, furnitures on diferent layers same as palms and other vegetations, also every house is instanced an also textures, we are very carefull about those things, also someof the plants on the background doesnt have reflections, we found that blend materials take too long for renders but sometimes those are necessary, also we use vray material converter but chancge the values because for reflection it assings crazy values.
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Less unique geometry and more instancing. Same goes for the textures. That's the only way for now.
(That's the only way for now)hope for future to handle huge scenes with less memory
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we are doing those thins already, furnitures on diferent layers same as palms and other vegetations, also every house is instanced an also textures, we are very carefull about those things, also someof the plants on the background doesnt have reflections, we found that blend materials take too long for renders but sometimes those are necessary, also we use vray material converter but chancge the values because for reflection it assings crazy values.
You're totally right ahah, now I'd rather start from a one light grey material all over the scene to avoid getting lost in too much materials and forget some crazy value somewhere.
Ok then if you have a proper workflow there's may be not much to do... I'm a bit surprised because with scattering instances I could render bird view over thousand and a half millions polys on laptop with 12Gb ram up to 8000px wide. So I cannot help wondering if there's no guilty piece in your view. But may be it's just the complexity of the scene then. Best luck and my bad for noob advices.
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also we use vray material converter but chancge the values because for reflection it assings crazy values.
I can just repeat myself over and over again, please report it. I can't (and won't) fix anything I'm not aware of. Send me a material (max file or matlib) and tell me what is wrong with it.
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@utroll, yes we have done other kind of images with one or two types of instances trees on forest and no problem, the issue is when it has a lot of diferent proxys or types of geometry
@deadclown, sorry but i didnt reported because ive read it somewhere else, here is a pic of reference of what happend ussually with the experimental glossines values and reflection.
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I see no incorrect behaviour here. Fresnel reflections is turned off in vray, hence ior to the max in corona mtl, as it should be. Where's the problem?
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yes, looks like it is doing the expected. Technically it is correct.
A little explanation:
1) ior of 999 is coronas internal switch for fresnel on/off. It looks weird but 999 is exactly the same as vrays fresnel button turned off. I could do it differently but it would be wrong - a lot of people think this is a bug but it's the opposite ;)
2) vrays glossiness values differ from coronas (as you may already have noticed). The experimental conversion is trying to match vrays glossiness curve (and actually it should be pretty close). Note: It doesn't work with maps though (yet). It looks different in the material previews, yes, but one reason is vrays broad specular and the other is that vrays preview simply is not a very accurate representation (imho). The reflections themselves should be quite similar in a rendering.
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@deadclown thanks for that, but sometimes it looks like too shiny and it looses some of the color becaus its too bright, i made the test with some fresnel io and its good, and i know that diferent hilight and reflection glossiness its nor accurate on vray
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Yes, your second example looks fine too. So I guess it's due to artistic taste (and/or the different look between vray and corona) ;)
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flickering on plants, i check and there is no worn material setting and also forest its not set to adjust at camera, what could it be?