render times...
render times...
Hello -
I am working on several project with Kray, and been having render time issues (due to cockpit errors I am sure).
this render here took approx 8hrs to render at 2000 x 1500 resolution only 1 AA grid pass (to save time), I am not happy with the quality yet, but working on it.
I will post the Kray settings once one of the cpus is free.
I think I can remove the refraction calculation for all glass elements, and reduce the raytrace bounces from 24 to 8 maybe and still look about the same.
Any other ideas in the meantime?
Matt -
PS : this is on a qx6600 quad, with the /3gb switch trick enabled
I am working on several project with Kray, and been having render time issues (due to cockpit errors I am sure).
this render here took approx 8hrs to render at 2000 x 1500 resolution only 1 AA grid pass (to save time), I am not happy with the quality yet, but working on it.
I will post the Kray settings once one of the cpus is free.
I think I can remove the refraction calculation for all glass elements, and reduce the raytrace bounces from 24 to 8 maybe and still look about the same.
Any other ideas in the meantime?
Matt -
PS : this is on a qx6600 quad, with the /3gb switch trick enabled
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I think that using higher photon and FG setting will give faster AA rendertime. FSAA might be even faster but you have to try it. And lower the bounces.
Try this:
Photons
- around 600k photons
N 3000 - 4000
FG
min. 200-400 max. 2500
prerender: 50% - 100%
lower spatial tollerance (0.1 - 0.2)
B/D 100%
Blur max. 2
AA
Grid 3 is probably needed but maybe try the QuasiRandom AA-filter
and try some higher settings for the other stuff too.
Quality
your Octree depth is very low. If Kray complains about a low octree when rendering (right at the beginning) you should raise this to 40 -100. Just watch your mem consumption since a larger octree will need more ram.
It looks like all the surfaces have very stron reflection settings. maybe tone them done too and use lower ref-blurrying (reflection blurring strength has been changed in kray to match LWs blurring).
Cheers, Florian
Try this:
Photons
- around 600k photons
N 3000 - 4000
FG
min. 200-400 max. 2500
prerender: 50% - 100%
lower spatial tollerance (0.1 - 0.2)
B/D 100%
Blur max. 2
AA
Grid 3 is probably needed but maybe try the QuasiRandom AA-filter
and try some higher settings for the other stuff too.
Quality
your Octree depth is very low. If Kray complains about a low octree when rendering (right at the beginning) you should raise this to 40 -100. Just watch your mem consumption since a larger octree will need more ram.
It looks like all the surfaces have very stron reflection settings. maybe tone them done too and use lower ref-blurrying (reflection blurring strength has been changed in kray to match LWs blurring).
Cheers, Florian
19 h is too heavy. What takes the longest time? AA I guess?
You can also try following this tutorial:
http://www.kraytracing.com/forum/viewtopic.php?t=411
and adjust photons and FG as it is done there (with override material to see the GI quality).
Florian
You can also try following this tutorial:
http://www.kraytracing.com/forum/viewtopic.php?t=411
and adjust photons and FG as it is done there (with override material to see the GI quality).
Florian
Using HIGHER octree than it needs doesnt gain you any speedups, it will just eat up more memory that might lead to a crash so keep octree value concervative,just enough so Kray doesnt complains anymore.
I also noticed you didnt used any prerender at all wich is very bad for final output. Always use minimum 50%prerender to get rid of splotches and other anomalies (sometimes 100% is even better)
Cool project overall,looots of shiny metall,lights and glas wich makes me think of that there might be a god idea to also try photonmapping instead of lightmapping since i suspects that could be faster than lightmapping.
I hope you keep us updated about your project
I also noticed you didnt used any prerender at all wich is very bad for final output. Always use minimum 50%prerender to get rid of splotches and other anomalies (sometimes 100% is even better)
Cool project overall,looots of shiny metall,lights and glas wich makes me think of that there might be a god idea to also try photonmapping instead of lightmapping since i suspects that could be faster than lightmapping.
I hope you keep us updated about your project

Thanks again for the help !
I will try lightmap like SilverLW suggested too, if I have some extra time.
The wallpaper is a shiny/matte print, so had to use reflections there too, very heavy scene.. I keep hoping to get those nice white spaces to render, but its mostly dark and heavy interiors
Will keep playing with the settings, here are the renders below, had to use a lot of PS blur to soften everything and hide the grid 1 antialiasing
Matt -
I will try lightmap like SilverLW suggested too, if I have some extra time.
The wallpaper is a shiny/matte print, so had to use reflections there too, very heavy scene.. I keep hoping to get those nice white spaces to render, but its mostly dark and heavy interiors

Will keep playing with the settings, here are the renders below, had to use a lot of PS blur to soften everything and hide the grid 1 antialiasing
Matt -
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- screenshot3.jpeg (350.77 KiB) Viewed 8529 times
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- screenshot1.jpeg (564.2 KiB) Viewed 8533 times