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Old 12-29-2013, 01:19 AM   #1
thorsten hartmann
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Thorsten Hartmann
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save 50% Rendertime, Fix mr Render Element Bug!

Yes! Yeah! Super!

I canīt believe it. Save 50% Rendertime. Fix the Render Elements Bug with Render Optimizer V3!

deactivate "contrast all Buffers" with RO V3, and you have the same speed as Vray Renderelements.
...
2014 can comming!

Render Optimizer V3: http://www.infinity-vision.de/page/ro_menue





have fun!

mfg
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Last edited by thorsten hartmann : 12-29-2013 at 01:32 AM.
 
Old 12-29-2013, 08:54 AM   #2
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Good news!
But could you update the script for max 2012 so we could beneficiate from this option as well?
Sadly, not everybody can sustain the constant upgrade thing : (
 
Old 12-29-2013, 12:03 PM   #3
thorsten hartmann
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Hi

the 3dsmax2014 Verison work 3dsmax2012 too! Download the 3dsmax2014 Verisn. You need only to install the Render_Optimizer_v3_loader_3dsmax2012.mcr, and not the Render_Optimizer_v3_loader_3dsmax2013_14.mcr. Thats all.

mfg
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Old 12-29-2013, 12:13 PM   #4
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Little explanation:

http://forum.nvidia-arc.com/showthr...47573#post47573

Quote:
Originally Posted by Remydrh
Vray actually has the same setting. In Vray it's called "consider for anti-aliasing".

In the case where mental ray or Vray samples passes/buffers, it will look at framebuffers other than the beauty to apply anti-aliasing. In many cases this may trigger more samples than what might be visible in the beauty. These extra samples are applied to all passes to be sure they match, not just the pass that requires it. (Maybe a reflection buffer has noise that isn't noticeable in the beauty for example)

If you turn this off, then only the beauty is considered for anti-aliasing. This may speed up rendering a lot but if you use frambuffers or passes to significantly change the result in post, it may introduce more noise.

So the question here is: how often do you use only the beauty even if outputting framebuffers and how often do you push a particular framebuffer pass where it needs to be as clean as the beauty?

At The Mill we often composite the beauty and then only use passes to subtly adjust the result. So we can often turn this option off. But if you reconstruct and make significant changes using a pass then this might cause problems if it's off.

Vray users complain of a similar effect with "consider for anti-aliasing" on so they have been known to turn it off if they don't need it.
 
Old 12-29-2013, 12:28 PM   #5
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Quote:
Originally Posted by thorsten hartmann
Hi

the 3dsmax2014 Verison work 3dsmax2012 too! Download the 3dsmax2014 Verisn. You need only to install the Render_Optimizer_v3_loader_3dsmax2012.mcr, and not the Render_Optimizer_v3_loader_3dsmax2013_14.mcr. Thats all.

mfg
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Thank you! : )
 
Old 12-29-2013, 04:29 PM   #6
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The explanation is correct and easily visible in the reflection sample posted by Thorsten. Look at the tire tread and lower grill in the reflections, as well as the lower grill on the car. For me the extra time is needed if you are using those to composite passes, or the general sampling needs to be raised to prevent the noise and aliasing in the reflection pass.

-Eric
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Old 12-29-2013, 05:41 PM   #7
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It really is incredible how much you have managed to "unlock" with Mental Ray. The RO script you have is so much more capable than the "default" Mental Ray experience you get with Max, it would almost be crazy to work without it. Great work!
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Old 12-29-2013, 09:02 PM   #8
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You are the MAN!
....
This just upgraded my machine to dual-xeon!
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Old 01-02-2014, 05:41 PM   #9
thorsten hartmann
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Hi guys,

you can a little bit speed up the framebufer rendering, if you use "framebuffer cached". You must only added the follow text in rayrc File. The rayrc file find in \3dsmax_root\NVIDIA\.

# Framebuffers Caching
# Values "none"/"off", "mapped"/"on", or "cache" default is off
# registry "{_MI_REG_FBVIRTUAL}" value "off" end registry # deactivate Caching
# registry "{_MI_REG_FBVIRTUAL}" value "mapped" end registry # as default
registry "{_MI_REG_FBVIRTUAL}" value "cache" end registry # as fast

have fun!

mfg
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Old 01-02-2014, 05:41 PM   #10
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