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Arbzervor
06-02-2005, 01:52 PM
lately i have been experimenting with the ambient occlusion settings and also with area lighting. i used a doom 3 hell-knight model that was recently made available in a past thead. now heres the problem... i know that area lights add alot to render times... but even when i set the ray samples down to like 7 and turn ambient occlusion off render times still hit like 10 hours! it is a fairly simple scene, with minimal sub surfing and osa 16... can anyone give me some tips on how to lower render times without drastically effecting quality. oh and is ambient occlusion the same as global illumination? a friend of mine (well experienced but new to blender) seems to think otherwise? and if not is there a global illumination feature?

here is how i would like to render if it wasnt for render times:

http://i7.photobucket.com/albums/y290/arbzervor/343eed48.jpg

http://i7.photobucket.com/albums/y290/arbzervor/6ba74091.jpg

http://i7.photobucket.com/albums/y290/arbzervor/aa08fb85.jpg

any help would be appreciated!

mat

BgDM
06-02-2005, 02:00 PM
Well, with Area Lights, you are going to have longer render times. There is nothing you can do about it, unfortunately. Just wait to see how long your render times are when you turn on Umbra, Noise & Dither in the lamp settings as well.

As for the AO, turn the OcTree resolution in the render options up to 512, (currently set to 64 in your settings). This helps with the speed a bit.

Another thing to try is render your scene at 2-3 times the resolution you want your final to be sized to and turn off OSA entirely. This will speed up your render. Then you can take the image into GIMP or Photoshop and resize it and it should look fine.

BgDM

Arbzervor
06-02-2005, 02:11 PM
thanx alot for that advice man... il give it another try... perhaps leave it over night.

mat

Apollux
06-02-2005, 02:57 PM
Ambient Oclusion IS NOT a substitute for Global lllumination. It is just a raytracing trick that produces something slightly similar to certain GI setups. For true GI you have two options: Using Yafray and path lights, or using Blender' Radiosity Solver (and I mean the slow one, not the 'quick rasity render').

Speed wise, for still images the Radiosity solver will produce the fastest render because GI is calculed once and the result is used every time you render. Unfortunately, you can't use the radiosity solver for animations (unless you solve and render every frame by hand, and that becomes tedious).

For GI animations you only have Yafray and the Quick-Radiosity, none of them is fast, and how fast they get depends a lot on the particular scene at hand. I suspect that in most cases the "quick-radio" will be quicker considering yafray's general speed, but the result won't mach the quallity level of a GI render done in Yafray.



BTW, do you really need to render it at 1152 x 864? and if you do, then don't waste hard achieved render time and OSA by using a compressed JPEG. That "Quallity: 90" means that you could be getting an extra 10% detail rendition, that right now is been lost when the file is saved.

Apollux
06-02-2005, 03:00 PM
Almost forgot, "true Global Illumination" isn't the only Global illumination out there.. it can be faked (and looks really great) with the only GI-Dome trick, just use the search box to find what it is about.

On your Doom 3 scene you would need a half-Gi-Dome to substitute the Ambient Oclussion, and a GI-Light Planel (a flat version of th GI-Dome) to substitute the Area Light.

raythex
06-02-2005, 09:10 PM
dude, make your scene smaller.

when you apply OSS to a scene of that size, your gonna get long render times. also, same with area lights. larger scene = larger render time.

scale everythign down and you'll be set :D

cheers

ray

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