Hi,
I'm trying to test simple interior scene with octane and I have a question.
I have this little scene with table and stuff - attached below. All objects are closed in a room. While trying to use direct lighting a cant get dark room interior (room has just one window and door), so I tried to use path tracing and it works. Great. But suddenly rendering speed goes from 6.52Ms/sec to 0.76 Ms/sec.
Now, is this normal? I mean am I doing something wrong here or is there actually such a difference between direct lighting and path tracing? The geometry has 13k tris.
Thank you for help.
Interior Test
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- Attachments
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- TestInterior.zip
- (295.65 KiB) Downloaded 360 times
GTX 295 / WIN7x64 / i7 950
Yes there is a big difference.
DirectLighting is mostly meant for previews.
I hope Otoy will improve the dl system so that it is usable for low light renderings. The blue tint has to be adjustable / removable for interior renderings as well.
Then the DL engine would be usable for all sorts of animations with insane speed.
DirectLighting is mostly meant for previews.
I hope Otoy will improve the dl system so that it is usable for low light renderings. The blue tint has to be adjustable / removable for interior renderings as well.
Then the DL engine would be usable for all sorts of animations with insane speed.
In direct lighting mode (ambient occlusion) you need to adjust the AOdist so that it's larger than the room size otherwise once a ray gets to the AO distance it defaults to the environment and with the sun/sky on you get that blue wash. You can also use the direct light (diffuse) option which will give you a dark room and a closer approximation of realistic light transport but in my experience it is only marginally faster than path tracing for an inferior result.subseth wrote:While trying to use direct lighting a cant get dark room interior
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
Decided to give your model a quick test.
Win 11 64GB | NVIDIA RTX3060 12GB
When there is no specular glass in the scene, I noticed for my own that results with Direct Lighting is nearly the same as pathtracing, and faster. But I have to say that I mainly do external scenes currently. However, I tried these days on the interior views of my current red bus scene, and noticed no difference except rendering time.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
TBFX, I tried to set aodist and it works pretty nice, thanks. With path tracing the result is still more realistic, though.
Tugpsx, it's not entire model. What kernel did you use and what was the time of render?
What I really want to do is a kitchen in the morning. Low light with volumetric dust / light / fog through the window. That's why I need the room to be dark, so light coming from outside would be visible. Something like this > http://www-graphics.stanford.edu/course ... ndoned.jpg although it is not the inspiration I'm using.
Tugpsx, it's not entire model. What kernel did you use and what was the time of render?
What I really want to do is a kitchen in the morning. Low light with volumetric dust / light / fog through the window. That's why I need the room to be dark, so light coming from outside would be visible. Something like this > http://www-graphics.stanford.edu/course ... ndoned.jpg although it is not the inspiration I'm using.
GTX 295 / WIN7x64 / i7 950
That was PMC rendered on GTX480 in about an hour to cleanup fireflies.
I did one with pathtracing and it was quicker, but had more fireflies for 16000 pass.
BTW tested the volumetric lighting but had to use an object for the light to pass thru for the effect. We talked about using planes for this before, there is an example here somewhere that shows a pinhole in a darken room for caustics and volumetric light.
It took forever to cleanup enough to be considered.
I did one with pathtracing and it was quicker, but had more fireflies for 16000 pass.
BTW tested the volumetric lighting but had to use an object for the light to pass thru for the effect. We talked about using planes for this before, there is an example here somewhere that shows a pinhole in a darken room for caustics and volumetric light.
It took forever to cleanup enough to be considered.
Win 11 64GB | NVIDIA RTX3060 12GB