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OceanFX Render Optimization


Yon

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Hey, I'm rendering my first water shot.

Full Whitewater/Base and ocean extension. 

The render is taking 1 1/2 hour 32GB i7, 3x3.I know the ocean surface is heavy. But is this normal? The project is standard FLIP workflow..

2k map on the ocean surface and base mesh

3 environment lights using light mask for ocean surface/base, whitewater and the ship (this may be problem?)

Will using shadow maps decrease a lot? Is it a good quality/speed trade?

Please share anything related to FLIP rendering, especially optimization.

Thanks

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It's not unexpected, depending on the scene setup and the machine. But I have to mention that houdini 15.5.632 has time consuming problems with displacement and also probably rendering in background displacement. I would recommend to use .pic or .rat image format for displacement maps.

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I have a good idea, when rendering a full OceanFX shot..

render the ocean and whitewater separate, which is obvious now but i was doing it all in one.

Then you can use PBR with a lower pixel sample for the heavy ocean surface and likely other parameters tailored for the surface..

then you can use a high pixel sample micropolygon for the whitewater

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