stormfrog
01-19-2008, 04:53 PM
Hi!
I am playing around with MR and learning different lighting models proved to be alot more advanced than I had any idea it would be. Modeling seems trivial compared to setting up lighting now.
In my latest learning session Ive been exploring FG and GI using only "bounce back" lighting. (That is light source aimed at reflectors that the reflector or "barndoor" reflect back at the object and where the lighting is controlled by adjusting the color/irradiance of the reflectors materials. Much like what is used in Photostudios, I am sure all of you already now of all this I am just describing it since I dont know what this "light model" is called.)
Anyway, in my latest render I wanted to leave the safety of rendering my boxes and spheres and try and use this light setup to imitate a photostudio scenario with real lighting using reflectors, barndoors and most important - a pretty model in the center of it all. I used "Victora 4" mesh from DAZ Studio for that purpose.
When I cranked the settings up a bit I found that the rendertime became overly long. I am wondering if anyone here have any experience with optimizing a scene using FG/GI that would help me bring render times down.
The scene consist of a high poly mesh,
All textures is 30Mb (about 20 different files, where most are 2500x2500), but they need to be huge to produce anything good sine I want to render a HighRes image equal to a photograph.
FG is set to 500.
GI Accuracy is also set to 500.
Using two Maya Area lights (old style converted from Spot Lights, I hear MR has native lights for that now) with its detail set to 6 x 6.
Render size is 2400x3200
This took 8.5 Hours to render :P
Image:
http://www.acc.umu.se/%7Estorm/misc/share/cowgirl_render-finalgather-globalillumination-lowres.png
-> HIGHRES (http://www.acc.umu.se/%7Estorm/misc/share/cowgirl_render-finalgather-globalillumination-hires.png) <-
Also, the high resolution didnt turn out very impressive at all. It is nothing like the detail you get with a photo, I suppose I would need even larger textures to get it right? :P
I am playing around with MR and learning different lighting models proved to be alot more advanced than I had any idea it would be. Modeling seems trivial compared to setting up lighting now.
In my latest learning session Ive been exploring FG and GI using only "bounce back" lighting. (That is light source aimed at reflectors that the reflector or "barndoor" reflect back at the object and where the lighting is controlled by adjusting the color/irradiance of the reflectors materials. Much like what is used in Photostudios, I am sure all of you already now of all this I am just describing it since I dont know what this "light model" is called.)
Anyway, in my latest render I wanted to leave the safety of rendering my boxes and spheres and try and use this light setup to imitate a photostudio scenario with real lighting using reflectors, barndoors and most important - a pretty model in the center of it all. I used "Victora 4" mesh from DAZ Studio for that purpose.
When I cranked the settings up a bit I found that the rendertime became overly long. I am wondering if anyone here have any experience with optimizing a scene using FG/GI that would help me bring render times down.
The scene consist of a high poly mesh,
All textures is 30Mb (about 20 different files, where most are 2500x2500), but they need to be huge to produce anything good sine I want to render a HighRes image equal to a photograph.
FG is set to 500.
GI Accuracy is also set to 500.
Using two Maya Area lights (old style converted from Spot Lights, I hear MR has native lights for that now) with its detail set to 6 x 6.
Render size is 2400x3200
This took 8.5 Hours to render :P
Image:
http://www.acc.umu.se/%7Estorm/misc/share/cowgirl_render-finalgather-globalillumination-lowres.png
-> HIGHRES (http://www.acc.umu.se/%7Estorm/misc/share/cowgirl_render-finalgather-globalillumination-hires.png) <-
Also, the high resolution didnt turn out very impressive at all. It is nothing like the detail you get with a photo, I suppose I would need even larger textures to get it right? :P
