- Thu Feb 03, 2011 4:17 pm
#337148
Good morning friends,
Yesterday we ran our first rendering. It took 8 hours at an SL of 16. The result could definitely use improvement. We contact Jeremy Hill at the Maxwell for Rhino section and he gave us some tips. As this is pretty heavy, obscure stuff a lot of it is going over our head. As it is general stuff that doesn’t really belong in the Rhino plugin section, we are following up with it out here in the general section hoping that we can generate a dialogue that can illuminate some of the issues that follow. The quotes are all Jeremy’s:
When we asked Jeremy why the rendering took so long and why it is still grainy, he responded:
“If the image is grainy, it means that it needs to render longer, and/or that your scene and/or materials are poorly-designed and are slowing down the progress unnecessarily… firstly, do not ask Maxwell to render things which do not matter. If you draw some geometry twenty miles away from your scene, Maxwell is going to render it, even if you can't see it at all -- Maxwell is an unbiased renderer, so it does not attempt to make guesses about your intentions.”
Okay, is Jeremy saying that Maxwell renders (or processes) geometry that is off camera? If we have a model of a three room space and we have pointed our camera to one corner of one room, and set Maxwell to render it, does it render the information in all three rooms even though the camera can’t see it? Does it process the information behind the camera – even though it can’t see it? If so, how should we handle it? Should we delete the other spaces, hide them, or put them on another layer and turn them off?
“Secondly, build materials which mimic materials you might find in the real world. In the real world, you will never find the color [255, 255, 255]; at best when you see something white, you are looking at something more like 220-230.”
Is Jeremy really saying to avoid white because it takes longer to render or because it won’t look right?
“You will also never find a perfectly reflective surface in the real world; so don't ask Maxwell to render one. Just think about a ray of light hitting a surface and bouncing back -- what would the world look like if no energy were lost (converted to other forms, that is) when light bounced around? Well, what's your Maxwell world going to look like if you tell it that such materials exist?”
Again, how do we avoid “perfectly reflective surfaces”? How do we spot them and how do we tone them down?
“Lastly, you can help out the calculation a bit sometimes; think about a light ray trapped in a room -- it will bounce around until all of its energy is lost. As I wrote above, Maxwell takes your scene as you give it, so it's not going to do anything tricky to try to help here, but nothing is stopping you from helping; open up a wall behind the camera if it won't adversely affect the image; by doing so, you can let some of the less interesting light rays escape out into nowhere, and therefore cease to represent a calculation cost.”
What does this mean? How is light trapped in a room? Should we really “open up a wall behind the camera?”
“It sounds to me like a combination of the two then: an image which needs to render longer, which is then being stretched quite a bit beyond its native resolution for full-screen display. There is no conclusive answer to the question of how long a render needs to be calculated; it is completely scene-dependent. I could build you one scene which would be finished in two minutes, and I could build you another which would not be complete within the span of your lifetime. Maxwell is not a 'this region is done, move to the next' type of renderer, -- it is rather, as they say, a light simulator, and it will keep on simulating more and more light interactions the longer you let it work. As to the question of scene size (MB), Maxwell hardly cares at all about complexity of geometry; what matters is how difficult it is to calculate light rays, and that depends on the makeup of the scene, and on the materials used.”
What does this mean? Any help we can get would be appreciated.
Thank you.
Cosmas Demetriou
Yesterday we ran our first rendering. It took 8 hours at an SL of 16. The result could definitely use improvement. We contact Jeremy Hill at the Maxwell for Rhino section and he gave us some tips. As this is pretty heavy, obscure stuff a lot of it is going over our head. As it is general stuff that doesn’t really belong in the Rhino plugin section, we are following up with it out here in the general section hoping that we can generate a dialogue that can illuminate some of the issues that follow. The quotes are all Jeremy’s:
When we asked Jeremy why the rendering took so long and why it is still grainy, he responded:
“If the image is grainy, it means that it needs to render longer, and/or that your scene and/or materials are poorly-designed and are slowing down the progress unnecessarily… firstly, do not ask Maxwell to render things which do not matter. If you draw some geometry twenty miles away from your scene, Maxwell is going to render it, even if you can't see it at all -- Maxwell is an unbiased renderer, so it does not attempt to make guesses about your intentions.”
Okay, is Jeremy saying that Maxwell renders (or processes) geometry that is off camera? If we have a model of a three room space and we have pointed our camera to one corner of one room, and set Maxwell to render it, does it render the information in all three rooms even though the camera can’t see it? Does it process the information behind the camera – even though it can’t see it? If so, how should we handle it? Should we delete the other spaces, hide them, or put them on another layer and turn them off?
“Secondly, build materials which mimic materials you might find in the real world. In the real world, you will never find the color [255, 255, 255]; at best when you see something white, you are looking at something more like 220-230.”
Is Jeremy really saying to avoid white because it takes longer to render or because it won’t look right?
“You will also never find a perfectly reflective surface in the real world; so don't ask Maxwell to render one. Just think about a ray of light hitting a surface and bouncing back -- what would the world look like if no energy were lost (converted to other forms, that is) when light bounced around? Well, what's your Maxwell world going to look like if you tell it that such materials exist?”
Again, how do we avoid “perfectly reflective surfaces”? How do we spot them and how do we tone them down?
“Lastly, you can help out the calculation a bit sometimes; think about a light ray trapped in a room -- it will bounce around until all of its energy is lost. As I wrote above, Maxwell takes your scene as you give it, so it's not going to do anything tricky to try to help here, but nothing is stopping you from helping; open up a wall behind the camera if it won't adversely affect the image; by doing so, you can let some of the less interesting light rays escape out into nowhere, and therefore cease to represent a calculation cost.”
What does this mean? How is light trapped in a room? Should we really “open up a wall behind the camera?”
“It sounds to me like a combination of the two then: an image which needs to render longer, which is then being stretched quite a bit beyond its native resolution for full-screen display. There is no conclusive answer to the question of how long a render needs to be calculated; it is completely scene-dependent. I could build you one scene which would be finished in two minutes, and I could build you another which would not be complete within the span of your lifetime. Maxwell is not a 'this region is done, move to the next' type of renderer, -- it is rather, as they say, a light simulator, and it will keep on simulating more and more light interactions the longer you let it work. As to the question of scene size (MB), Maxwell hardly cares at all about complexity of geometry; what matters is how difficult it is to calculate light rays, and that depends on the makeup of the scene, and on the materials used.”
What does this mean? Any help we can get would be appreciated.
Thank you.
Cosmas Demetriou