- Fri Mar 17, 2006 3:00 am
#129845
Here's my final Brazil result, the big area light is weaker than my small area light, also emits less caustic photons. Result is not too shabby considering my hardware limitations and the time taken.
caustic map creation: 8 mins
render: 2hour 35 minutes
hardware:
P4 Northwood 2.8 GHz HT
1 Gb ram
physical memory used: 324,3M
virtual memory used: 391.6M
image sampling min/max: 2/2
dof enabled
no secundary lighting

some of the Brazil Console info:
caustic map creation: 8 mins
render: 2hour 35 minutes
hardware:
P4 Northwood 2.8 GHz HT
1 Gb ram
physical memory used: 324,3M
virtual memory used: 391.6M
image sampling min/max: 2/2
dof enabled
no secundary lighting

some of the Brazil Console info:
Code: Select all
[/code]RND: Opening host initiated Brazil r/s session
EVT: HOST pre render event
RND: frame render called
MXT:
MXT: 3DSMax<->Brazil Scene Transport
MXT: ©2001,2002 SplutterFish, LLC.
MXT:
BKT: opening renderer
BKT: image width: 800, height 600
BKT: bucket size: 32 x 32
MXT: updating scene database
MXT:
MXT: Renderable geometry:
MXT: 58 objects
MXT: 126969 faces
MXT:
MXT: Node Level Materials:
MXT: 6 unique materials
MXT: 56 Brazil Based
MXT:
MXT: Light Objects:
MXT: 2 total lights
MXT: 2 Brazil rectangle areaBKT: waiting for threads to exit...
BKT: render complete.
EVT: HOST post render frame event
RND: Closing bucket renderer
RND: Copying buffer to bitmap
LIT:
LIT: Light Statistics for "Brazil Light01" at t=0
LIT: # of premature illums: 0 (0,000000 %)
LIT: max samples/illum : 0 (@-1 ,-1)
LIT:
LIT:
LIT: Light Statistics for "Brazil Light02" at t=0
LIT: # of premature illums: 0 (0,000000 %)
LIT: max samples/illum : 0 (@-1 ,-1)
LIT:
RND: Frame render end
RND: Closing Brazil r/s render session.
EVT: HOST post render event
DAC: default accelerator shutdown
DAC: freeing space partitions
EVT:
EVT: Render Statistics
EVT: 02h:43m:15.4s total time for Brazil
EVT: 00h:07m:46.4s for Brazil initialization
EVT: 00h:00m:01.6s for Ray Server initialization
EVT: 00h:07m:44.3s for Photon Server initialization
EVT: 02h:35m:29.0s for bucket rendering
EVT:
EVT: 858037282 total ray casts
EVT: 64800000 view rays
EVT: 15993079 reflected rays
EVT: 737044203 occlusion rays
EVT: 40200000 photon tracer rays
SYS: system idle
==================================================
MXT:
MXT: updating 2 Area Lights
MXT: done updating lights
EVT: HOST pre render frame event
SCN: updating database
SCN: renderable primitives found:
SCN: 58 polygonal prims
SCN: renderable geometry found:
SCN: 126969 polygon rprims
SCN: light sources found:
SCN: 0 point lights
SCN: 2 area lights
SCN: shaders found:
SCN: 2 shaders
SCN:
SYS: system ready
DAC: default accelerator init
DAC: using single nested grid for primary acceleration
UGD: building grid
UGD: render primitives: 126969
DAC: cleanup
DAC: default accelerator ready
RND: Frame Render
PHT: caustic photon map pass 1
PHT: creating 2 threads
LIT: Brazil Light01 Emitting 100000 photons...
LIT: Brazil Light02 Emitting 100000 photons...
PHT: terminating threads
PHT: generating caustic photon map
PHT: emitting 40000000 total photons from 2 lights
PHT: 165 Mb allocated for photon map
PHT: creating 2 threads
LIT: Brazil Light01 Emitting 10000000 photons...
LIT: Brazil Light02 Emitting 30000000 photons...
PHT: terminating threads
PHT: main pass stored 4067260 photons
PHT: 4230045 photons stored
PHT: balancing kd-tree
BKT: 475 buckets in queue
BKT: adaptive refinement disabled
BKT: multithreading enabled
BKT: using 2 threads
BKT: all threads normal priority
BKT: initializing lens shader
BKT: initializing bucket samplers
BKT: rendering