REALLY slow rendering
@doublez
@Labello
Yes. Take a look at the attached sheets. There is no "total white" in
real world. I thought Indigo would clamp 1,1,1 to 0.9,0.9,0.9 already,
but it seems I'm wrong. Nik, didn't you mention something like that
in that past? ;o)
exposure and/or white balance instead to increase the RGB value.
Anyway, here you can find the original thread in the M~W forum.
Sorry but you've to register there to read it.
take care
psor
Indigo Manual wrote: Exit portals are useful for speeding up the rate of convergence of interior renderings, when the
interior is lit by an environmental light source, such as the sun/sky model.
Exit portals are placed over the openings between the interior and the exterior environment. These
openings are the 'portals' in the scene.
Exit portals make the rendering process more efficient, because paths passing through such
openings can be more efficiently sampled when explicity marked with an exit portal.
Requirements for exit portal usage:
• If exit portals are present in the scene, then all openings must be covered by exit portals. In
other words, all possible paths that start on the camera, and then travel through space or a
transparent object, and then escape out of the scene into the environment, must be blocked by
one or more exit portals.
• The geometric normal (defined by triangle winding order) of an exit portal mesh triangle, where
reachable by some path from the camera, must point into the interior of the scene. (i.e. The
front side of the mesh faces should be visible by the camera)
@Labello
Yes. Take a look at the attached sheets. There is no "total white" in
real world. I thought Indigo would clamp 1,1,1 to 0.9,0.9,0.9 already,
but it seems I'm wrong. Nik, didn't you mention something like that
in that past? ;o)
So if you think your room is not white enough, you've to change theJose Martin@Maxwellrender forum wrote: White (very white) glossy paper : Reflectance 88% --> 224,224,224 RGB
White mate paint : Reflectance 81% --> 206,206,206 RGB
You should´nt rise this 224 reflectance, very few materials have higher reflectances in real world.
Reflectances avobe this number increase rendering time and produce results far from reality.
It´s very important to set reflectance under 224 (88%)
Setting 100% reflectance materials (pure white materials) increase rendering time 3,5X (in this test)
exposure and/or white balance instead to increase the RGB value.
Anyway, here you can find the original thread in the M~W forum.
Sorry but you've to register there to read it.

take care
psor
- Attachments
-
- Image courtesy of Jose Martin from the Maxwell Render Forum.
- reflectances9to.jpg (477.73 KiB) Viewed 5092 times
-
- Image courtesy of Jose Martin from the Maxwell Render Forum.
- measuredreflectances5pz.jpg (322.28 KiB) Viewed 5094 times
"The sleeper must awaken"
Thanks a lot psor! that is great! *saves the images*
but i still didn get rid of the issue.
i completely remodeled the room. i started with a cube. the first thing i did after creating the cube was flipping its normals. is there any possibility to show the normals in blender? i dont see any difference between different normaldirections.
i attaced the new scene again.

but i still didn get rid of the issue.
i completely remodeled the room. i started with a cube. the first thing i did after creating the cube was flipping its normals. is there any possibility to show the normals in blender? i dont see any difference between different normaldirections.
i attaced the new scene again.
- Attachments
-
- manu_zimmer.blend.zip
- (43.45 KiB) Downloaded 259 times
@Labello
You're very welcome! I checked your new scene and can't find big issues.
If I do render it with your settings I get ~20k s/s which is ok for this
kinda scene. The default Indigo settings are way off tho. Dunno if
blendigo comes like this, but it's bad!
Change the render settings from:
to:
I did also change your shader settings from 0.9 to 0.8 which should be
better. You can use biPT for quick previews and for final renderings biMLT
for this kinda scenes.
With all those tweaks I get ~33k s/s with biMLT.
And I just want to mention that you can keep the way you did your
exit portals in the last version. It's enough to have a simple plane
as exit portal, there is no need for a box. It is just important that
all openings get covered. When I say covered I mean that the exit
portal should slightly intersect with the frame of the window to make
sure that there is no spacing.
nb: For tone mapping you should save the IGI file, then open
it in Violet and color correct your image there. Don't bother to much
to make it right when you do render, do that in post.
@SmartDen
Why do you use settings like the above as default in blendigo?
take care
psor
You're very welcome! I checked your new scene and can't find big issues.
If I do render it with your settings I get ~20k s/s which is ok for this
kinda scene. The default Indigo settings are way off tho. Dunno if
blendigo comes like this, but it's bad!
Change the render settings from:
Code: Select all
LM probability: 0.1
Max Change: 0.02
Max num consec reject: 100
Code: Select all
LM probability: 0.4
Max Change: 0.01
Max num consec reject: 1000
better. You can use biPT for quick previews and for final renderings biMLT
for this kinda scenes.
With all those tweaks I get ~33k s/s with biMLT.
And I just want to mention that you can keep the way you did your
exit portals in the last version. It's enough to have a simple plane
as exit portal, there is no need for a box. It is just important that
all openings get covered. When I say covered I mean that the exit
portal should slightly intersect with the frame of the window to make
sure that there is no spacing.
nb: For tone mapping you should save the IGI file, then open
it in Violet and color correct your image there. Don't bother to much
to make it right when you do render, do that in post.
@SmartDen
Why do you use settings like the above as default in blendigo?
take care
psor
- Attachments
-
- 6 Minutes render @ ~33k s/s
- manu_zimmer_test01.jpg (17.01 KiB) Viewed 5069 times
"The sleeper must awaken"
@pxl666
I would say yes, but I'm not sure what kinda impact this would have
on the render time. As I do remember Nik said something like:
"Keep the 'exit portals' as small as the openings they have to cover."
So I would do it as he said. Make them a little bit bigger
as the opening and let them intersect a bit so there is no
spacing at all between your opening and your 'exit portal'.
take care
psor
I would say yes, but I'm not sure what kinda impact this would have
on the render time. As I do remember Nik said something like:
"Keep the 'exit portals' as small as the openings they have to cover."
So I would do it as he said. Make them a little bit bigger
as the opening and let them intersect a bit so there is no
spacing at all between your opening and your 'exit portal'.
take care
psor
"The sleeper must awaken"
You can perfectly well encase your scene in one huge exit portal. You won't get much speed increase than by using no portal though. The point is to save time by telling Indigo not to shoot rays where they're not needed. By the way, you're free to position your portals wherever you like. But since any space outside the portal will render black, ensuring they cover the entire opening is just a common sense way to avoid seeing the outline of the portals, and therefore these black areas...
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