Hello all
working on a sci-fi hallway scene that will probably end up just being a wallpaper (not sure if that's relevant or not)
I'm very knew to rendering, so this is serving as my learning the basics and experimenting project
I have a few questions and I will post some renders at the end (they are mostly low res as the renders are taking a really long time on my pc and its making it hard to experiment)
1* Is clamping the main way to reduce fire flies? I have been experimenting with adding some atmospheric scattering and its making some horrible fireflies, but clamping doesn't seem to be helping
2* Is noise normally only found in the diffuse and specular? (i don't have any translucent objects so i think that rules out transmissive noise?
I'm pretty sure i have more questions than that, but i'm currently drawing a blank
I think this is looking pretty good, but i'm confident it could be better
(I have a few different renders, but sadly i was too dumb to think about saving the settings for each one........)
the following are all with atmospheric scattering off, as i haven't had the time to render that out yet
This one is looking good, i think. this took me 52mins to render.... I have some AOVs for it, but they dont actually show anything on them, so no sure what happened there
settings
The next lot are my most recent ones, again they look pretty good, but could be better (i have a heap of AVOs for this one, but they dont really show much so i wont upload them, unless there is one in particular that you want to see)
clamping was set to a value of 2
all the lights were set to 15 samples
I had to drop the resolution to get it to render in a decent time, but it will get upped for the final render, once im happy with everything
This was test number 25, only took 33mins this time
thanks for any tips and advice you can offer
Replies
https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/bd-p/area-b30
thanks heaps mate,
I have rendered out some AOVs but they arent actually showing much.
When I add atmospheric volume I get a lot of fire flies, or at least what looks like fireflies to me, but clamping doesnt seem to help, so maybe it isnt actually fireflies
I am not using IBL indirect lighting, all of the lighting is coming from arnold mesh lights
I will experiment with the light portal.
do you mean exposure control in the camera? I have just been using the exposure and intensity inside the light itself, perhaps this is causing some problems? ill have a play
Most if not all of the edges have a chamfer on them, but maybe i need to exaggerate it a bit more as i kept them fairly tight.
I will have a play with all these things and see what I come up with
thanks heaps
From memory I did experiment with the samples in the atmosphere shader, but I cant actually remember 100% so ill have a bit more of a play with that one
the following renders are using camera exposure rather than adjusting the lights themselves, I havent had chance to try anything else yet
The AOVs i rendered for this are actually completely black, i think i must have done something wrong, as that doesnt make sense at all to me
This one below should be diffuse direct.....
going to try have another play with the AOVs today.
i did a bit of playing in a more basic scene yesterday to see if i could work out how the atmosphere shaders worked, but i think ill forget about that until i can get the render sorted with out it
I added a skydome light with a HDRI map on it,
the yellow and red light at the end is an emmisive, so i may try swapping that out for a proper mesh light
Diffuse direct
diffuse indirect
emmision
specular direct
specular indirect
im going to fix the lights at the end as well
iv also adjusted some exposure levels around, as i forgot to do them before
just waiting for it to render
looks like there is a bit of noise in the diffuse indirect and a whole but load of it in the specular indirect, specular direct looks pretty clean tho
all of the lights were set to 15 samples
to fix the specular indirect, do I just need to crank up the specular samples? (thats what the documentation seems to say)
(just noticed how bad the texture is on the bulk head roof support thingys, will fix that before next render)
diffuse direct
indirect
spec direct
indirect
what hardware is relevant to this? (im not tech savvy) these are my specs, Im thinking an I5 and only 8gb of ram isn't great
I also have a gtx1060 gpu, but i dont think arnold uses gpu for rendering?
For this one i dropped the diffuse a little bit and raised the specular samples and the ray depth, I also upped the low light threshold by 5 times
the diffuse looks ok despite dropping the samples a bit
this one took 3hours 20 mins (with 3dsmax using 97-99% of my cpu the whole time) I'm not looking forward to trying to render a high res one at the end of this....
Ill save some time and only post the specular diffuse AOV this time, as the rest looks ok to me
- Try to avoid very small bright lights, e.g. don't make the wire in a bulb highly emissive, rather emit light from the bulb itself
- Reflective and refractive caustics can be filtered, clamped or completely turned off
- Very glossy and refractive materials cause caustics, sometimes you are better off with "fake glass" or less glossy materials
- For a room lit by an outside light source portal should be utilised
- Rooms without an outside light source should be closed
Or course this is all very much depending on the scene.
Can you show the mesh of your lights? Is it not possible to utilise your GPU for rendering?
most of my mesh lights are large-ish, (not as small as the filament of a bulb at least)
I have gotten rid of most if not all of the very glossy surfaces, as I'm going for that dirty grungy scifi look with it, so i think i have cut down on the majority of that.
what if its a room with an inside light and an outside light? at the moment i do have a sky dome light, but not utilizing a portal
I can post a pic of the meshes for the lights after my current render, but they are all pretty simple;
the ones along the bottom are just planes, and the ones higher up are just simple 8 sided cylinders
there are a couple at the very end of the hallway that are semi spheres
I did some half assed googling and it looks like arnold for max doesnt support GPU rendering yet,
i dont know what gobo textures are, so i will have a look into that
At least I would remove the face lighting backwards, if the design allows for it.
Can't tell how small the spheres are from that screenshot, though I cannot see them in the scene, therefore I guess you can simplify them as well.
what would you recommend? i cant afford one now, but I can start saving up
my 1060 only has 3g of ram, so im not sure how well it will cope, but i can have a play
Thats a really good idea, i hadnt thought of that
the 2 small spheres go on the door at the end, to the right of the big yellow one. they are meant to be adding a little bit of red light at the end of the hallway, i hadnt even noticed they arent showing up
iv been playing with the gpu renderer though and will post some up when i get something a bit cleaner,
seem to have a lot less control with the gpu renderer, or is that just me?