Jump to content

Details with rendering multiple lights with small shadow maps or one l


Recommended Posts

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

  • 4 weeks later...

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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...