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Conference room+room for rest WIP

Posted: Tue Oct 24, 2006 1:49 pm
by Boris Ulzibat
Image
Here is a WIP render of the project i am currently working on. It is a working cabinet/conference room for some general (army i mean) and a room for rest near it.
It is an early stage, the render is ~10 h on 2 machines SL 16.7
Please, comment how can i improve noise and rendertime in this image!
walls - 99% rough 214.214.214
light - Skydome+ 48 polygons in the niches + 1 poly hidden light above window.
There will be definitely more lights, at least 6 on the walls and some on the ceiling - don't know yet, have no ceiling plan...
The image with this settings says to render to 2500*2000 SL15 for 23 on 1 machine... I think it's kinda long, and with more loghts it will be even longer...
So, all advices are GREATLY appreciated!

Posted: Tue Oct 24, 2006 2:19 pm
by aitraaz
looks great, do you have 48 polygons in the 4 light niches? Maybe try to reduce the number of polys for them, it might help a bit with noise. Otherwise, i'd suggest to add more machines for the cooperative render, but that's a rather silly suggestion i suppose... :)

Posted: Tue Oct 24, 2006 2:29 pm
by Boris Ulzibat
aitraaz wrote:looks great, do you have 48 polygons in the 4 light niches? Maybe try to reduce the number of polys for them, it might help a bit with noise. Otherwise, i'd suggest to add more machines for the cooperative render, but that's a rather silly suggestion i suppose... :)
No, i have 48 polygons in 8 niches, but only 4 are seen in the render :)
I can add one machine i guess, but it is the slowest one :)
Do you think it is a good idea to remove the unseen lights from the scene for renders?

Posted: Tue Oct 24, 2006 2:43 pm
by aitraaz
Boris Ulzibat wrote:
No, i have 48 polygons in 8 niches, but only 4 are seen in the render :)
I can add one machine i guess, but it is the slowest one :)
Do you think it is a good idea to remove the unseen lights from the scene for renders?
Yes. Generally, more light sources=more noise=longer time, so i would remove all of the light sources/emitters which you do not see, and maybe just add one single poly emitter behind the camera to try and 'simulate' the effect of the niche lighting you don't see (I didn't say fake lol :) ). Of course it won't be perfectly physically accurate for the project design, but it should help to reduce noise and render time. It doesnt look like the niche lights contribute too much illumination to the scene, so it shouldnt be a big problem :)

Posted: Tue Oct 24, 2006 9:04 pm
by Boris Ulzibat
aitraaz wrote: Yes. Generally, more light sources=more noise=longer time, so i would remove all of the light sources/emitters which you do not see, and maybe just add one single poly emitter behind the camera to try and 'simulate' the effect of the niche lighting you don't see (I didn't say fake lol :) ). Of course it won't be perfectly physically accurate for the project design, but it should help to reduce noise and render time. It doesnt look like the niche lights contribute too much illumination to the scene, so it shouldnt be a big problem :)
Yes, the niche emitters give almost no illumination to the scene...
I'll try to make a trick with the emitter behind camera, but how powerful shoud it be?

Posted: Tue Oct 24, 2006 10:36 pm
by aitraaz
I mean, if the niche emitters really dont contribute much to the scene, I would say just delete (or hide) all of the niche emitters that arent in the shot, and that's it.

*if* however, lets say, there are niche emitters outside of the shot (behind the camera for example) which *do* contribute light to the scene, maybe put a really low level single poly emitter in approximately the same position where the niche emitters *would* have been, so as to have a similiar effect but with fewer poly emitters, and maybe avoid having mork darkness towards the camera.

lol :shock: it doubt that makes any sense, but i think you should just remove any emitters outside of the shot and let the render run, i think the daylighting/skydome lighting and the neons above the window do most of the lighting. Hope it helps :)

Posted: Tue Oct 24, 2006 10:57 pm
by Boris Ulzibat
aitraaz wrote:I mean, if the niche emitters really dont contribute much to the scene, I would say just delete (or hide) all of the niche emitters that arent in the shot, and that's it.

*if* however, lets say, there are niche emitters outside of the shot (behind the camera for example) which *do* contribute light to the scene, maybe put a really low level single poly emitter in approximately the same position where the niche emitters *would* have been, so as to have a similiar effect but with fewer poly emitters, and maybe avoid having mork darkness towards the camera.

lol :shock: it doubt that makes any sense, but i think you should just remove any emitters outside of the shot and let the render run, i think the daylighting/skydome lighting and the neons above the window do most of the lighting. Hope it helps :)
Thanks, i'll try it!

Posted: Tue Oct 24, 2006 11:19 pm
by Miles
Looking good.

A couple of things caught my eye:

The scaling of the Rosewood veneer on the table looks a bit off - try reducing it a bit?

That combination of roughness and shininess on the floor is very distracting - maybe that's what it's like, though....

Posted: Tue Oct 24, 2006 11:28 pm
by Boris Ulzibat
Miles wrote:Looking good.

A couple of things caught my eye:

The scaling of the Rosewood veneer on the table looks a bit off - try reducing it a bit?

That combination of roughness and shininess on the floor is very distracting - maybe that's what it's like, though....
Thanks! The scale will be reduced, and the on the floor it is not exactly roughness, it's bump map... Client likes it :)

Posted: Wed Oct 25, 2006 12:37 am
by glypticmax
Hi Boris,
I don't usually comment on these things, but hey, doing something different is fun.......
I agree with Miles. But if the client likes a bump mapped floor, his cheque trumps our opinions.
I also have to say the *legs* on the General's chair don't look quite equilateral. Is that the result of the camera angle?
And he's the only one without a drink? He must a BYOB (Bring Your Own Bottle) kind of guy.
I'm just ribbing you. Very nice work.
cheers,
larry

Posted: Wed Oct 25, 2006 1:46 pm
by Boris Ulzibat
glypticmax wrote: I also have to say the *legs* on the General's chair don't look quite equilateral. Is that the result of the camera angle?
And he's the only one without a drink? He must a BYOB (Bring Your Own Bottle) kind of guy.
I'm just ribbing you. Very nice work.
cheers,
larry
Thanks!
The legs are equal really, it must be the angle.

*wispers* the glasses are empty in fact *shhhh*

:lol: :lol: :lol:

Thanks again!