Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: art-MIXER on 2015-03-21, 12:58:47
-
Hello everyone.
Please help me with my problem very slow rendering. Very slowly out noise, so that he would have gone completely, you need 400-500 passes, but the time he calculates for this task more than 16 hours. For me, it's just an incredibly long time. Maybe I'm doing something wrong in the structure of the scene. Although the models themselves, in principle, simple, in a scene about 12 million polygons for the entire two-storey house. made of insulating glass window with two panes have a thickness (a thin and tried with a polygon, but the difference was minimal) as in windows are portals on the room side, immediately after the glass. Materials virtually all simple CoronaMtl, blend try not to use it. What is remarkable, with portals estimated time shows a little more than without them. In the light used sky and the sun, the sky defaul, soft sun with intensity 0.2. Just in the interior are simple CoronaLight plane next to each lamp, their 25-30 around the house. Background image behind the windows, a simple self-luminous material, which does not participate in the global lighting. Almost all of the materials from the albedo of 0.8.
The processor on which I calculate the i7-2600k with 32GB of memory.
I would be very grateful to any advice that will help me reduce the rendering time.
Best regards, Alexander.
Crop 1:1 - 143 passes - time 6:30 - UHD + PT16 + LSM2
(https://leto6d.storage.yandex.net/rdisk/e6927a8766a9a8e11560c5cc0dd853e00c378601d54554bccc05fc80c8e3232f/inf/G4dNwoPDogTdrR7Gy2N0vxriyKaihLaiVsH0M5aYqre_cQKwcdw6tDia0utmfw93b-r7dPF3lhCG2RpbQwNk1A==?uid=0&filename=2015-03-21%2014-55-26%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=ed2b8b8cabc45dc3c248ff3ab3ef4a94&force_default=no)
Another view
(https://leto8e.storage.yandex.net/rdisk/cf65b9cc7c6c14640a7407dbdeb843a4d65735fadd3619ad2b0ace6837b5b847/inf/VJq4krGF2zdLvnngw_OOzm7PWjlS0e__z4ECqFCgdVIysrquKuJm4gHLHDGcNkyt7CJ_wNNntmMA9yeJvtRHew==?uid=0&filename=2015-03-21%2017-24-38%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=ed2b8b8cabc45dc3c248ff3ab3ef4a94&force_default=no)
-
Nothing unusual for me, 2mil ray/s is quite what I average on single i7 (although twice faster from yours). In interior with lot of specular surfaces, things can get slow...
I do suspect the curtains. What happens if you remove them ? What does their material look like ? Did you also kept default MSI (20) ? Keep in mind Corona calculates MSI with the exposure you start your render with, so always start final render with correct exposure (Don't change it +3/-3 or whatever after start, only do that for test renders).
-
I almost always use the default settings. Now I also have all of the default, but in the end I still LSM changed from 2 to 4, because the direct light was noisier than the global illumination.
I was literally exposure +1/-1, but thanks for the advice, I did not think that estimation occurs prior to rendering.
I've just fallen into despair with such slow miscalculation, do not have time at the stipulated time to count quality and without noise (
(https://leto23h.storage.yandex.net/rdisk/678754fe49d2ea2163d773a3bd88fa23586737e843e8f768debf823590b65be3/inf/m6gEx-n7hCEQ8vUyp87h8wE7c1_TIHbADSm60kRKeki6-WDXNXaFC8YoQbc5G0KeTe5HNXsw7SmarVrrbmkxMA==?uid=0&filename=2015-03-21%2019-30-45%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=50497cc1d1fd6b46f72191b431683f1c&force_default=no)
(https://leto22e.storage.yandex.net/rdisk/ea56e8e3e49a066be11f5202a2be283a652ad8995e8f3878c23358fd25be3ab4/inf/hA8vu8VOEwnr-zmN6rjalXNrl7XYV7IbHddz-ZqtG5naBwLXXiny6QwLZZuXEFfVicFLkOKUYu0rvQxLbf1WBQ==?uid=0&filename=2015-03-21%2019-39-53%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=50497cc1d1fd6b46f72191b431683f1c&force_default=no)
I honestly tried to hide the curtains and the speed difference calculation was also very small
Curtain material
(https://leto26f.storage.yandex.net/rdisk/084ef0ef8c5bc0e965d5c753d63b0e4352bd1258c4d8cccb8eae2decc20beb2a/inf/Z14tbZaxo5ht_ahb1rBIbM-26CDlYqBDgvAzwPnY7vnsy6_zINThEfwK-OZtpqKEMa6tMbyVRfjXs8M_DxGUiw==?uid=0&filename=2015-03-21%2019-46-44%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=50497cc1d1fd6b46f72191b431683f1c&force_default=no)
-
I once disabled shadow casting for curtain objects and it created some super high albedo object that slowed down rendering extremely. Another problem could be misplaced portals, if you use any.
-
Portals I deleted because they are contrary added render time. I will try to play with the values of the albedo, maybe it will help me.
-
Looks like Ondra needs to do code forced placing portals (; Especially in the such cases
Looking on the such noise some thoughts come that maybe this is the work of lights with objects before them
-
I would definitely try to render the scene with the curtains hidden. That can slow down things there (once I had a not properly set up material for that and it made things really-really slow). If the render time gets better after that, than you can try out some other methods to set up your curtain materials to keep the normal render time.
-
Portals I deleted because they are contrary added render time. I will try to play with the values of the albedo, maybe it will help me.
You did not understand me. I was trying to say you should check if any of the objects in your scene don't have disabled shadow casting in object properties.
-
No, I deliberately did not do it, but just in case I recheck again )
-
Can you show:
-how the lights are made
-how the background material is made and to what object it is assigned
-are you using DoF in all your shots?
Also, there is some strange light visible "coming out" of the drawers. Looks like cache error? Maybe there is something wrong with the models?
-
+ can you show your window glass material. Is refraction 100%, or do you use Corona Ray Switcher for the glass?
Note: I know you now disabled the portals, but according to your description, there were placed "incorrect" (not following the guidelines). They should be placed on the outside of the windows.
-
+ can you show your window glass material. Is refraction 100%, or do you use Corona Ray Switcher for the glass?
Note: I know you now disabled the portals, but according to your description, there were placed "incorrect" (not following the guidelines). They should be placed on the outside of the windows.
(https://leto38d.storage.yandex.net/rdisk/3ca9f3f0cf5f26aaa5b15451de1286f43bf3c53773c2c6f29284f04a001beda5/inf/KypFpNsAZyC_mPZ4OR7aRVwZ4LN_arURzADEQqJiJnJuR9VaDO0QBdEscxppsRdrRLlk8pDznTCy9zz_dBoQkA==?uid=0&filename=2015-03-23%2023-52-01%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=50497cc1d1fd6b46f72191b431683f1c&force_default=no)
-
Can you show:
-how the lights are made
-how the background material is made and to what object it is assigned
-are you using DoF in all your shots?
Also, there is some strange light visible "coming out" of the drawers. Looks like cache error? Maybe there is something wrong with the models?
- Light is made simple CoronaLight plane, above and below the flat lamp, surrounded by stands on Sun + Sky
(https://leto35f.storage.yandex.net/rdisk/cb226b2379855d66f1b8fc795010c0e0919e1e28fab88fc516329a99a5c62d9c/inf/2s1RRa9VgM1OCaMMeeXhtDe0yfQyMcN1A9fOx3xEylQ-zR0s-o8dMMp6Dd6NmOzwAv7N1fmHZbd2L6VYOXOoaQ==?uid=0&filename=2015-03-24%2000-09-29%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=50497cc1d1fd6b46f72191b431683f1c&force_default=no)
- Background made outside the cylinder and it appointed self-luminous material
(https://leto23h.storage.yandex.net/rdisk/50e56cd225a99ebd21563b9dd9b3e2ff0d08de463cb295e0c49a227c461cda29/inf/m6gEx-n7hCEQ8vUyp87h817AIHzianSv6toERSl7JF_qjFlJPzhuklZdP0ngNeVflC9oXfVzW1Ms10sG9MdeJQ==?uid=0&filename=2015-03-24%2000-13-52%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=50497cc1d1fd6b46f72191b431683f1c&force_default=no)
- Yes, in all its frames I used DoF (time difference with him and without him, too insignificant)
- No you are wrong, everything is wrong with the models and the light falls right there, he's not the boxes))) just now with a great noise so it seems. There at the bottom of the base made of stainless steel and it flare of light behind the camera, and the right on the front of multipath something out of the windows on the background
(https://leto20d.storage.yandex.net/rdisk/834a7a57857bef0fe125382594c2102f6a9c88e327fd72266bb45290a29ef3aa/inf/iJvjSasP9YBelYtzKeTN3mzc-z5P4JEazYK1IxXM0Uut1WxDALBG57aGRLlJL9XeONdVKxjKuEANMHeXAo2Jbg==?uid=0&filename=2015-03-24%2012-00-38%20%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0.png&disposition=inline&hash=&limit=0&content_type=image%2Fpng&tknv=v2&rtoken=50497cc1d1fd6b46f72191b431683f1c&force_default=no)
-
Plug BG material to CoronaRaySwitch material's reflection, refraction and direct slots, leave global illumination slot empty. Now assign that RaySwitch material to your BG plane. That should boost your render times quite a lot.
If you have unchecked some settings under Rendering Control in object properties of BG plane, set everything back to ON.
-
Why do you set glass IOR as water IOR?
-
Why do you set glass IOR as water IOR?
It was an accident, after much experimentation, I checked the effect of the change in IOR large windows on the total render time )
I also noticed a strange thing, when the background is made self-illuminated material does not emit light, it is visible only in the line of sight, and only the environment reflections (Corona sky), and when I turn on the light emission mode, it then appears in the reflections. For this reason, I began to use a conventional corona material with self-illumination and diffuse level 0, putting it in Ray switcher reflection / refraction / direct. As such, the background is reflected in all objects and can be seen in the line of sight. Faced someone similar?
-
... and why do you use noise as bump?
It looks like you used a water material on your windows?
-
... and why do you use noise as bump?
It looks like you used a water material on your windows?
Glass is never a perfectly flat surface, there is a slight distortion on the surface, you can see for yourself staring at your window) Because I use a very weak noise on the bump, approximately 0,001-0,002
About IOR I have said, it was an experiment, I usually use IOR 1.5-1.7 for ordinary glass
-
What do you get if you use bucket mode, and a 20/6 configuration?
Also, what is the resolution you are rendering too (the one you need)
In a 2600k a 1080p of a complex interior can go up to 2 hours or so and be pretty clean, maybe not completely, but clean enough to use some post do finish the clenaning.
Cheers.
-
Here is an article on making background objects and materials:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000515605
Hope it helps. Never use Corona material with self illumination for such things.
Why did you use rayswitch material for glass? It shouldn't increase render time but does it have any real purpose?
-
Rayswitch in Corona is the strangest thing ever starting with name. Recently tried to use it and it behaved exactly opposite of what I would expect from the nomenclature ("GI" of lightmaterial was visible directly while it should have simply contributed to GI and visibility slot would be ignored;).
What is the reason behind design so opposite of the Vray's one ? The 'override' design is much more logical.
Sorry for off-topic, originally went to ask same question as Maru, why the rayswitch for Glass :- ).
-
<offtop>
Rayswitch in Corona is the strangest thing ever starting with name. Recently tried to use it and it behaved exactly opposite of what I would expect from the nomenclature ("GI" of lightmaterial was visible directly while it should have simply contributed to GI and visibility slot would be ignored;).
What is the reason behind design so opposite of the Vray's one ? The 'override' design is much more logical.
Are you referring to rayswitch map or material? :)
</offtop>
-
Here is an article on making background objects and materials:
https://coronarenderer.freshdesk.com/support/solutions/articles/5000515605
Hope it helps. Never use Corona material with self illumination for such things.
Why did you use rayswitch material for glass? It shouldn't increase render time but does it have any real purpose?
- Thank you, I'm not reading the recommendations made in the same intuition told )
- I'm just looking for ways to reduce render time and makes even the most absurd experiments like this )))