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Published: 2014-02-25 16:15:55 +0000 UTC; Views: 867; Favourites: 13; Downloads: 0
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Description
P/S: ~20.000RedSpec: Selected Mk 2.0
Rendering time: ~ 6 hours
Light sources: HDRi and a ton of mesh lights
Thanks for stopping by
Take care
Noel
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Comments: 4
3DZen [2014-02-25 16:21:33 +0000 UTC]
Hey T nice one again.
Curious, are you seeing a huge diff in say 4ooo passes Vs 20,000 passes? I ran a render over nigth and looked at each iamge every 1000 passes and i could nto pick up any diff after about 3000 or so. thanks!
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TRRazor In reply to 3DZen [2014-02-25 16:34:36 +0000 UTC]
Well that's a tough one to answer because it greatly depends on the materials that I'm using in the scene.
The more glossy materials you use the longer it takes for Octane to resolve them / get them to high detail.
If you're using a lot of diffuse materials in your renders then it doesn't really matter and the images already look great at say around 4000 - 5000 s/p.
If you're using characters with SSS (takes a lot of resolving!!!) and lot of glossy materials I usually leave it rendering over the day while I'm away at work.
Remember that you can greatly influence the rendering time by adjusting the "maxdepth" setting in your "kernel" category when you're using the Pathtracing or PMC render kernels as it will determine how often a ray of light bounces off surfaces because it will get killed.
I usually use something around 4-6 bounces for exteriors and something around 10 for interiors.
I knew I had to leave this one rendering for quite some time since the glass orbs and the SSS structure on V6 (which I modified heavily) would take a lot of time to resolve.
Hope I could help, and thanks for your comment
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