2 problems:
1. For some reason AI lights make rendering slow (3 times slower) and with about the same amount of noise. Will this be ever fixed? It is about 150 Sampl/s with AI light OFF vs just 50 Samples/S with AI on
2 Why does AO have sucha bad direct light. Please look at the ground and trees there is no light. It's like AO light does not shine well.
unfortunately rendering animation with pathtracing in the city full of lights is still impossible. Please look into AO , please add a cheat where ao light can shine better on objects. I think it is an old bug or that's how AO was coded.
Thanks
Slow Rendering with AI Light / Poor ao light
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- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hello Coilbook,
it is difficult to obtain results as in pathtracing without GI, especially with SSS materials (such as leaves).
you could try using specular material in the leaves, it could have good results using AO.
About AI Light, I tested and he works as I think, but in your case your problem depends on noise from your emissions use.
you could not use so many luminous geometries; try using them for bright but not luminous objects. uses real light (lowpoly object) sources set to Opacity 0.
viewtopic.php?f=27&t=60648&p=310376&hilit=+bulb#p310376
Regards
Paride
it is difficult to obtain results as in pathtracing without GI, especially with SSS materials (such as leaves).
you could try using specular material in the leaves, it could have good results using AO.
About AI Light, I tested and he works as I think, but in your case your problem depends on noise from your emissions use.
you could not use so many luminous geometries; try using them for bright but not luminous objects. uses real light (lowpoly object) sources set to Opacity 0.
viewtopic.php?f=27&t=60648&p=310376&hilit=+bulb#p310376
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
paride4331 wrote:Hello Coilbook,
it is difficult to obtain results as in pathtracing without GI, especially with SSS materials (such as leaves).
you could try using specular material in the leaves, it could have good results using AO.
About AI Light, I tested and he works as I think, but in your case your problem depends on noise from your emissions use.
you could not use so many luminous geometries; try using them for bright but not luminous objects. uses real light (lowpoly object) sources set to Opacity 0.
viewtopic.php?f=27&t=60648&p=310376&hilit=+bulb#p310376
Regards
Paride
Thanks Paride,
The one thing I dont get is why there is no direct light under the lights in AO. It's not like it is a bounced light. this is direct light from the light. And it works in difuse mode/pathtracing but not in AO mode. Anyway otoy can improve this in the future?
Just curious, does the AO distance will change the effect?coilbook wrote:It's like AO light does not shine well.
unfortunately rendering animation with pathtracing in the city full of lights is still impossible. Please look into AO , please add a cheat where ao light can shine better on objects. I think it is an old bug or that's how AO was coded.
Supermicro 4028GR TR2|Intel xeon E5 2697 V3| windows 10| revit 2019 |Titan V+ Quadro GV100+RTX 2080 Ti
No. It doesn't work. It's a mystery why direct light has a proper light on the ground but AO light disappears more light sources you have unless you crank light power to like 5000-10000jimho wrote:Just curious, does the AO distance will change the effect?coilbook wrote:It's like AO light does not shine well.
unfortunately rendering animation with pathtracing in the city full of lights is still impossible. Please look into AO , please add a cheat where ao light can shine better on objects. I think it is an old bug or that's how AO was coded.
I find myself sometimes cranking up the lights a lot as well, but end up increasing the exposure.
Are you using the right imager settings? Sometimes I notice that if I don`t have that set up correctly, I end up eyeballing it with intense lightpower, which afterwards needs to be corrected again.
Are you using the right imager settings? Sometimes I notice that if I don`t have that set up correctly, I end up eyeballing it with intense lightpower, which afterwards needs to be corrected again.
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬