medzo wrote:
Basically I understand where the render speed comes - mostly from spatial tolerance and just 2 FG passes, some . There are very subtle differences between renders. With my settings the contact shadows are a bit stronger but very hardly noticable.
Do not pay attention for small problems - only we see it, client doesn`t.
Important is whole view and good balance.
Photons map - 1milion global photons and N number 3000. Is this some sort of a general rule or it depends scene from scene. Is this also optimal for exteriors.
1 million is minimum (You must fill each corner, place, etc by photons)
The N parameter can help when You have errors with photon map because of small windows, physical lights inside, small lumi lights, etc. This option just blur photons cells between each other. Of course it cost a bit contact shadow. I think value 2000-4000 is optimal when You have problems with color splotches. Normally try keep it under 1000.
Final gather - 0,0 FG theshold - why is this better than 0,0001?
I do not like any thresholds in renders (means: increasing speed of render by adding errors to GI) So, by value 0 I lost a bit time (sometimes is no difference) but I know Final Gathering works correctly in each part of render.
Final gather - I don`t understand MIN and MAX DISTANCE settings - does this settings affect render times? Do these settings control contact shadows? What do these actually settings do?
Yes this is major setup. MIN is minimum distance between samples. If two options min/max are too small (100/200 for example) then You get too many samples (which is not necessary) on the wall - which is "flat" with GI and color. You do not need thousand samples on the flat ceiling and MAX parameter should be high to increase speed render on that regions with less samples calculations.
I think 50/2000 is good. But this is also connected strongly with Spatial Tolerance and GI resolution.
And a simple question about metal materials. If you don`t use reflection shading node - are you just using color highlights input?
Thanks again!
Reflection surfaces are strongly dependent from environment! In completely dark room,the metals surfaces are dark dark because nothing is reflected from surface!
So metal surfaces are very dependent what is in environment.
I use high Fresnel value (15) for metal with diffuse subtraction. Nothing special. good metal effect coming later from good light, camera angle, tonemaping, post process.
Of course we need anisotropic reflection shader for Kray to increase realistic - this shader is very important. Is just UGLY effect, when reflection blur is scattering not parallely to camera (these from LW Nodes are useless - because speed which offer are unacceptable)