Hey everyone,
I'm currently working on a scene set in the atomic realm, featuring thousands of small spheres, forming several larger shapes, all floating in space.
I'm using the Octane Scatter Object to clone all these small spheres onto larger basic shapes. Because a lot of them are meant to be water particles, I'm mainly using the Specular Material. While the result looks fine, the rendered image takes a long time (several hours for print resolution) to become noise-free. Of course, this is to be expected with Spec Mat. Still, as the final product will be an animation, I'm looking for ways to further optimize the scene.
So far, I've reduced the specular depth, simplified the particle/sphere geometry, switched on fake shadows,... And I'll probably run a noise removal plugin over the rendered sequence. Still, if anyone here has experience with managing lots and lots of specular material spheres, any input would be greatly appreciated. =)
Render Optimization for Scatter Object and Spec Mat
Moderators: ChrisHekman, aoktar
Try pathtracing with caustic_blur=1, low diffuse depth, adaptive sampling activated. Avoid to use lot of small arealights.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw