jsuarezbattle wrote:Thank you for the input. I was indeed trying to have my walls be emissive, but then the render was looking SUPER bright, even with the emission set to 0.5.
My walls are white, so I can cheat by making them emissive, which I am going to ask, this would be achieved by adding a texture emission to the emission material correct? which is what I am doing. How is the person in the post you suggested doing it if the walls are so dark? I tried this on the walls and ceiling to get rid of those dark areas, I'll try it again soon and post some pictures. Reducing render times by 70% would be great!
I must say the 'Octane Render for Cinema4D v2.x - Render Settings and Optimization' video gave me a clear idea how to think about - and apply optimizations. Which in turn is a better route to take and it applies to all plug-ins. Towards the end there are clear examples.
The proposed cheat at the other hand uses the Direct Lightning kernel. I have no idea if Ryan Roye tested this with the Path Tracing Kernel or PMC Kernel.
How the material was setup: If I'm correct, plugged into a diffuse material is the following setup
texture image node > emissive node (cast illumination on, surface brightness off, sample rate 1) > diffuse material
Experiment with the power value I would say. I can not say much about open windows or windows with glass geometry in front of them as i haven't tested any of this yet.
Glossy emitting surfaces?
Material Mixer Node combines the Diffuse Emitter material just mentioned above and a glossy material.
I tested his scene and my results are 10sec rendertime with 512 samples - two GFORCE GTX 1070 - screensize 640 x480 no noise.
I bought his training course for Octane and Lightwave, the test scene where included.
My knowledge end there about the cheat.