Multiple meshlights
Multiple meshlights
Just wondering,
why one mesh light renders so fast and 9 of them takes forever?
I have a scene with 9 simple spheres just to test different lightning and that thing seems to take forever to get anywhere. If I do it with only one it flies through the scene like it's nothing.
Thanks,
Slobodan
why one mesh light renders so fast and 9 of them takes forever?
I have a scene with 9 simple spheres just to test different lightning and that thing seems to take forever to get anywhere. If I do it with only one it flies through the scene like it's nothing.
Thanks,
Slobodan
Hi Ono,
yes, i'll post an image as soon as I get home.
It's 0.7 test 5 MLT , no BIDiR
I found that scene with multiple mesh lights needs great amount of level correction to brighten it up.
I'll post images and might be clearer then.
thanks,
Slobodan
yes, i'll post an image as soon as I get home.
It's 0.7 test 5 MLT , no BIDiR
I found that scene with multiple mesh lights needs great amount of level correction to brighten it up.
I'll post images and might be clearer then.
thanks,
Slobodan
Last edited by Slobodan on Tue Mar 20, 2007 2:20 pm, edited 2 times in total.
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- Posts: 517
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- Location: Stuttgart, Germany
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- Posts: 517
- Joined: Sun Mar 04, 2007 6:20 am
- Location: Stuttgart, Germany
mrCarnivore,
So, what are you saying is that even with the same reinhard settings two images can be different?? I wasn't aware of that.
I don't agree that noise is the same. I ajusted level in photoshop and they don't look the same. Nine mesh lights look noiser.
I know that in other renderers (Mental ray, Vray) amount of lights matters, I'm not sure if that's the case with Indigo?
thanks,
Slobodan
So, what are you saying is that even with the same reinhard settings two images can be different?? I wasn't aware of that.

I don't agree that noise is the same. I ajusted level in photoshop and they don't look the same. Nine mesh lights look noiser.
I know that in other renderers (Mental ray, Vray) amount of lights matters, I'm not sure if that's the case with Indigo?
thanks,
Slobodan
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- Posts: 517
- Joined: Sun Mar 04, 2007 6:20 am
- Location: Stuttgart, Germany
The whole point of tonemapping is that two different images have the same overall brightness and dynamic with the same tonemapping settings...
This automatically leads to the effect, that areas that have the same absolute brightness in the original render image have a different brightness in the tonemapped image.
This automatically leads to the effect, that areas that have the same absolute brightness in the original render image have a different brightness in the tonemapped image.
Actually, if there are more lightsources, indigo has to calculate more directions of light!
This automatically causes increased render times, except there is very much indirect lighting!
In this case, more lightsources may mean less render time, as the pic need much less photones to get lit in very indirect lit places!
But this should e the same in every renderer.
This automatically causes increased render times, except there is very much indirect lighting!
In this case, more lightsources may mean less render time, as the pic need much less photones to get lit in very indirect lit places!
But this should e the same in every renderer.
It normally means more render time, I also guess so for this image, but if there is much indirect lit parts (long corners, edges, curves...), then, the whole scene needs to be lit up by photons, that are bouncing many many times... -> Darker, noisier -> more Rendertime
But in this case, as told, you don't have to care about that... I think it's pretty much lit directly
especialy there, where you've got many lightsources!
So, in this case, more rendertime
But in this case, as told, you don't have to care about that... I think it's pretty much lit directly

especialy there, where you've got many lightsources!
So, in this case, more rendertime
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