kensonuken Posted September 18, 2008 Share Posted September 18, 2008 I have a doubt in rendering multiple lights like 40 lights with shadow map size of 8 x 8 or using one single 256 x 256 map? which can give better details? or which one is recommended? any ideas? ( this one i want to try for fill lights.. ) Quote Link to comment Share on other sites More sharing options...
Jason Posted September 18, 2008 Share Posted September 18, 2008 I have a doubt in rendering multiple lights like 40 lights with shadow map size of 8 x 8 or using one single 256 x 256 map? which can give better details? or which one is recommended? any ideas? ( this one i want to try for fill lights.. ) Shadowmaps are fast to generate, generally. I'd not go below 256x256. Quote Link to comment Share on other sites More sharing options...
ihab Posted September 18, 2008 Share Posted September 18, 2008 I know that shadow maps are generally faster to render than raytraced shadows but i tend to avoid them in houdini because of the fact that it's not multithreaded. When i render volumes i'd rather use raytraced shadows on a multi core machine than use shadow maps. Any decent resolution of a shadow map takes longer to render on a single core than raytracing on the whole lot of cores you got. I don't know if this is the general case with houdini or is there a workaround for this at the moment. Quote Link to comment Share on other sites More sharing options...
Raf Posted October 12, 2008 Share Posted October 12, 2008 Multithreading for shadow maps is problematic for Mantra and Prman too, so you should cache them and reuse in final rendering. Sometimes is good to run simultaneously 4 or more processes(renderings) on one machine with multithread option off in renderer properties. In most cases 1 job per one core give best performance usage, but it is depend on scene and how much Ram you have in your computers - 2Gb per core is a good idea. Quote Link to comment Share on other sites More sharing options...
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