Ray termination lenght?

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gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

I'm doing a full CG project involving a city. to do this I of course choose octane as my weapon of choice for rendering.

During this process I have run into a problem. octane renders A building REALLY fast, as I would expect, but if I have two buildings opposite each other, increases a lot. with a factor of maybe 4 or more. So to render a city street, you can imagine the rendertimes...

I do understand that octane is a "true" render and wants to do everything like it is done in the real world. This would require an enourmous amount of samples, that are useless as they don't really need / can't send light to each other as the distance is rather long in this case.

In other renders you have a max ray lenght setting, preventing rays to fly all over the place, causing unwanted noise. Is there something like that for pathtracing in octane? (like the occlusion distance) If not, I would really like to make a late xmas wish for that right now! 8-)

I have tried path termination power, but it doeas hardly change rendertimes at all. Also GI clamp and caustic blur values. I will now start to render each building out on its own to see how that looks.

Anytime you would do a large scale scene, where you have many lights in a scene and the contribution would be minimal over that distance, this setting could speed your renders up with x1000.

If this setting is somewhere now in octane, pleas let me know, and you will be on my BFF list! :D
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