Interior scene long render times.

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Polarity
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Try to set wall color to 0.7 0.7 0.7 instead of 1.0 1.0 1.0
Tried this and still the same issue. I isolated the walls, ceiling and floor alone and rendered just to test. Render time dropped down to 15 Minutes at 16000 samples but that still seems high for a room with nothing in it. I'd be more than happy to send you my scene if that would help.
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Karba
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Polarity wrote:
Try to set wall color to 0.7 0.7 0.7 instead of 1.0 1.0 1.0
Tried this and still the same issue. I isolated the walls, ceiling and floor alone and rendered just to test. Render time dropped down to 15 Minutes at 16000 samples but that still seems high for a room with nothing in it. I'd be more than happy to send you my scene if that would help.
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foxid
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Octane is not for the interior scenes yet. I think Octane team will solve this problem in the near future. Now the interior job is too slow and noisy for the commercial work.
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gueoct
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check out my thread one month ago: http://render.otoy.com/forum/viewtopic.php?f=27&t=27515

i had the same problem; the only thing that did the trick was using PMC.

hope it works for you, too!
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gabrielefx
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foxid wrote:Octane is not for the interior scenes yet. I think Octane team will solve this problem in the near future. Now the interior job is too slow and noisy for the commercial work.

there are many tricks to avoid noise.
I do interior renders every day with Octane for Max:

01 tiny geometry/light emitters generate too much noise. Try to enlarge them or balance them increasing samples.
02 Sky portals are useless, you can't power them. Use planar lights balancing warm and cold temperature. Make them transparent.
03 Put a planar light on the back of the camera, make it transparent. Play with rotation facing the light to the ceiling.
04 Create fake apertures/windows/holes to fill dark areas.
05 Don't use glass within the windows, hide them (layer off)
06 Reduce GI bounces to 8 except you have many glass objects all of them facing the camera.
07 Create an image larger than the final result, 30% more. Shrink it in PS
08 Use a denoiser Nik filtering PS and apply it with the area tool.
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glimpse
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in addition to great list by Gabrielefx one more tip: don't use highly sibdivided meshes for light emiting.

on the other hand I don't see Octane noWhere being slow. If You compare it to other CPU engines operationg in unbiased mode..- they are even more slow =) so when doing comparisons, be sure You don't tey comparing apples to oranges..

cheers
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foxid
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glimpse wrote:in addition to great list by Gabrielefx one more tip: don't use highly sibdivided meshes for light emiting.

on the other hand I don't see Octane noWhere being slow. If You compare it to other CPU engines operationg in unbiased mode..- they are even more slow =) so when doing comparisons, be sure You don't tey comparing apples to oranges..

cheers
Thx for advices, guys Unbiased render must be phiscally correct, but your tips grounded on fake lights etc. just like biased render.

And with that point of view we CAN compare them. I`m glad to be a user of the Octane, but only in outdoore scenes or closeup.
in interior i prefer vray usually and wait for solutions to faster and low noise from Octane team.

sorry for my engl
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Polarity
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Gentleman thank you for taking the time to answer my questions. I will try to make the recommended revisions to the scene. All your responses are greatly appreciated.
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Polarity
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Joined: Wed Aug 29, 2012 12:49 am

there are many tricks to avoid noise.
I do interior renders every day with Octane for Max:

01 tiny geometry/light emitters generate too much noise. Try to enlarge them or balance them increasing samples.
02 Sky portals are useless, you can't power them. Use planar lights balancing warm and cold temperature. Make them transparent.
03 Put a planar light on the back of the camera, make it transparent. Play with rotation facing the light to the ceiling.
04 Create fake apertures/windows/holes to fill dark areas.
05 Don't use glass within the windows, hide them (layer off)
06 Reduce GI bounces to 8 except you have many glass objects all of them facing the camera.
07 Create an image larger than the final result, 30% more. Shrink it in PS
08 Use a denoiser Nik filtering PS and apply it with the area tool.
Ciao Gabriele grazie per la tua risposta! I think the problem is that my blackbody emitters are small meshes as you had stated. I will try keeping them at a very low intensity for glow and use octane lights as the actual light emitter. Hopefully this should clean up the noise a bit. As for recommendation number 8, I have been using magic bullet denoiser II for my images but it seems like I have to denoise them so much that I'm losing important detail. I will try to get these render times down with the rest of your recommendations. Grazie ancora! :)
Intel Core i7 3930K 3.2GHz , 2x EVGA GTX580 1536 MB GDDR5, 32GB DDR3 RAM
Win 7 Ultimate, 3ds Max Design 2013 (x64), Octane Render for 3ds Max
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Polarity
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gueoct wrote:check out my thread one month ago: http://render.otoy.com/forum/viewtopic.php?f=27&t=27515

i had the same problem; the only thing that did the trick was using PMC.

hope it works for you, too!
Wow you had it way worse than I did. 2.5 hrs and still that much grain? OUCH! I'm happy you got it working properly. I had tried switching to PMC but the render times jumped at least another 20 min. :( I will try doing what Gabriele said in regards to using blackbody emitters on small meshes. Thanks for the link to your post!
Intel Core i7 3930K 3.2GHz , 2x EVGA GTX580 1536 MB GDDR5, 32GB DDR3 RAM
Win 7 Ultimate, 3ds Max Design 2013 (x64), Octane Render for 3ds Max
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