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Anti-Distinctlyminty

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About Anti-Distinctlyminty

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  • Name
    Luke
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    United Kingdom
  1. Help With Speeding Up Render

    So, I suppose the question remains that should this be considered a bug? Is the transparency noise caused by errors in roughness calculations or are they inherent to PBR? I would naively expect similar behaviour of noise for both reflection and refraction.
  2. Help With Speeding Up Render

    Hi Toby - did you get a final render in the end or was it taking too long?
  3. Help With Speeding Up Render

    I'm taking a brief look now, but have limited time. This looks promising at best, and something I should know about anyway at worst
  4. Help With Speeding Up Render

    This is certainly very interesting, albeit, yet another option to take into account. Having said that I wonder what the ray histogram would look like with more than one ray sample. It also seems to have artefacts at the bottom where you can see the top rim and liquid. I'll definitely take a look at some of these though. Also, we did used to do a significant amount of de-noising in post, but for some things that really messed up, so we're trying to get smooth renders out of the farm now. I was also watching a talk by Marcos Fajardo about Arnold and he said a very distinct 'no' to denoisers, though I can't recall his reasoning at the moment.
  5. Help With Speeding Up Render

    They seem to be investing time into Mantra, so I'd guess it's not going anywhere. And like I said, in many areas it's really very capable...just this speed, gah. I'm curious what is actually killing the render time, considering the other renderer I was looking at was also using an implementation of the Principled Shader. And not all parts are slow...the new single lobe sss is super fast, so if SESI is listening, more speed hacks! AS for GPU rendering, hopefully SESI will be on that and give mantra that option, I don't think that's a crazy idea
  6. Help With Speeding Up Render

    Indeed. Hopefully I'll know how to better tackle shots like this in the future. Because we do science viz, glass items are quite common, so maybe a Redshift license will be the way to go. As for Mantra, it can do things the other renderer just can not, and I love it for that...but most shots are not something out of the ordinary. I do wonder if mantra being so versatile is what makes it less speed competitive in certain aspects? But on the other hand the new single lobe sss is crazy fast, so...I have no clue.
  7. Help With Speeding Up Render

    The annoying thing is that we have another renderer that we use, but were in the process of moving over to mantra, but the speed is a bit of an issue. Greater render times are acceptable generally because of all the other benefits, but this was insanely high compared to a clean (non-GPU) render from the other package. I guess I have to learn to circumvent things that cause these issues. Still I did ask SESI to turn my query into a RFE. I'm sure they must know about this already, but hey.
  8. Help With Speeding Up Render

    Haha, I hadn't tried it yet and I guess I wont either Alas, the render times are about twice as fast, but alas the flicker is still present. The interpenetration of liquid and glass was intentional as the shader surface priority should take care of that now. For this particular scene, it looks like more pixel samples is the only way :/ The original...
  9. Help With Speeding Up Render

    That is good to know. I need to look into Redshift it would seem :/ Although I'd still like to optimize the mantra version to see how low I can get the render times. If this kind of thing pops up again I should be somewhat prepared.
  10. Help With Speeding Up Render

    That is quite fast I did get a reply from SideFX that was quite useful which I shall paste here: Marty, I see that your image doesn't have the offending area light highlight that was the problem in the original...but I'm guessing at 1m 40s it's not going to be much of an issue. I re-uploaded the hip file incase things were missing from the first one. I think redshift is worth looking into, even if just getting a single machine license to deal with these individual shots. Petri_Dish.7z
  11. Help With Speeding Up Render

    No, I've not sent it in yet as I've been a bit buried...I'll do it now. Was your redshift render time 1m 30s or 1hr 30m? :/ I tried in 16.5 and it was still > 5 hrs.
  12. Help With Speeding Up Render

    Sadly, that didn't really work. I may send the hip into sidefx....five hours is just too high to be usable.
  13. Help With Speeding Up Render

    I did see something in the list about noise from PBR reflections...but still, anything learned fom optimizing this should still help overall.
  14. Help With Speeding Up Render

    Hi all, I was determined to get a clean render out of mantra for this sequence, which I sort of managed to do, but the render times are just too high. I'm looking at over 5 hours per frame for something that is quite simple, as you can see from the attached screen shot. I could get something that looked reasonable, but to stop the highlights crawling between frames I just had to turn pixel samples up high. Nothing else seemed to sort out this problem (light quality & reflection quality just didn't work). The particular point I focused on was an area on the glass, on the centre of the image at the top - there's a small rectangular reflection from one of the lights, and where this went over the inner lip of the glass there were just always fireflies. The only thing that removed them was cutting the colour limit to 4 (from 10) which dulls the image, and turning up pixel samples to 12x12, which everyone seems to think is very high. I feel there's something I'm missing when it comes to getting a clean render. I've attached the hip file which contains the geometry and the hdr so, if anyone is able to help, just open the scene and see if you can get a better render time than I did. Petri_Dish.7z
  15. Faceted Normals After Displacement

    Hi Adrian, thanks for the input. I dug around inside the other nodes as you suggested. The get_space subnetwork seemed to just be getting a rotation matrix for the purpose of converting whatever was input into object space (or whatever space was chosen). But that doesn't seem to imply I was doing anything wrong. In an effort to try and understand the displacement better, I'm trying to apply layers of displacement. For example rotate first, then displace along normals. The Shading Normal VOP doesn't have too much in the way of documentation (e.g. what space are the inputs expected to be in?), but it states that it will pick up the global variables of the same name if nothing is inputted. So this is the closest I have gotten, but as you can see I'm still getting artifacts here. Furthermore, if you try to make the object subdivided now then the displacement disappears. I feel there's something essential to all this that I'm missing here. Displacement_Normals.hipnc
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