Render times.

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HelliXSystems
Posts: 3
Joined: Tue Sep 27, 2011 12:50 pm

Render times.

Post by HelliXSystems » Tue Sep 27, 2011 1:18 pm

Hi, I'm new to indigoR.
I just set a little render master/slave rig:

Master: Intel Core2Quad 3.0Ghz/6GB RAM DDR2/AICH SATA2 Drives.
Slave1: AMD Athlon II X3 3.3Ghz/2GB RAM DDR3/ AICH SATA2 Drives. (my media center) :P
Slave2: Intel DualCore 3.3Ghz/2GB RAM DDR2/ SATA1 Drives. (not yet connected)

For now I have working Master and Slave1, my question is, is this Quality/Render time ratio correct?
The pic (a basic 3DSmax 2012 setup) in the attachment shows a 40mins. render time, manual stop.


Is this normal? It's a good time? How to decrease it?
Thanks!
Attachments
im1317082931.jpg


Master: Core2Quad @3.0 Ghz, 6GB DDR2 RAM, SATA2 AICH.
Slave1: Athlon II X3 @3.3 Ghz, 2GB DDR3 RAM, SATA2 AICH. (mediacenter)
Slave2: DualCore @3.3 Ghz, 2GB DDR3 RAM, SATA2 AICH.
Slave3: Core2Duo @2.6 Ghz, 3GB DDR3 RAM, SATA2 AICH. (laptop)

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Polinalkrimizei
Posts: 648
Joined: Sat May 02, 2009 6:59 am

Re: Render times.

Post by Polinalkrimizei » Mon Oct 10, 2011 8:36 pm

Hey, render time seems ok for that scene, as it stresses Indigo a lot: a lot of emitters are harder to calculate than sun, envmap or fewer emitters. Also, you emitters seem to consist of a lot of polygons. The fewer, the better holds true here, I you don't need your emitters to be round, just use one polygon, and give it a non-reflective surface.
And just in case: Be sure that your white walls are just 80% white, or light will bounce forever.
Did you use Path Tracing? Try other render modes, and compare the images. Path Tracing (even with GPU support) is not always the best choice for interiours just lit by mesh emitters. But that really depends on your scene.

Good luck :-)

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