Squeezing out more render time
Posted: Wed Feb 19, 2014 10:07 pm
I think I might have stumbled on an interesting Octane "feature". At least this SEEMS to be true from my initial tests. Perhaps someone from the Octane team can chime in, here.
Anyway, each Octane render is given a time limit within which to complete its render. All noise may not be cleared up within that time so it is often necessary to do another render (which has a different seed value) and combine the two later in Photoshop. But I noticed that when I added a specular material with dispersion that of course, the render time doubled. So did that extra time get spent on just the refraction through the glass? That can't be since the entire scene is in GPU memory and ALL of it is getting worked on, I assume. Or did it then mean that everything else not related to the specular material would render twice as slow? It does not appear so. The side benefit is that although the render time is doubled to handle the specular material, it means I get twice the amount of time spent on all the other stuff, too, which means a much cleaner first render, overall, except for maybe that specular material.
If this is all true, then it would be possible to add a hidden (not to be rendered) mesh which has some quality to it that demands more render time...Like a specular material with dispersion, SSS, etc. This would force the render time to increase and allow for much cleaner first renders. The "hidden" material could be outside the render frame, or be hidden behind, or inside some other mesh so that it is not visible in the render.
It does not mean that if you get twice as much time, you get twice as much noise cleanup...Noise cleanup occurs logarithmically, and that specular material is taking up a lot of clock cycles as well. But nevertheless, it appears you DO get extra "time on the clock".
My first experiment seems to bear this out...My non-specular surfaces are much cleaner, given that extra render time.
Anyway, each Octane render is given a time limit within which to complete its render. All noise may not be cleared up within that time so it is often necessary to do another render (which has a different seed value) and combine the two later in Photoshop. But I noticed that when I added a specular material with dispersion that of course, the render time doubled. So did that extra time get spent on just the refraction through the glass? That can't be since the entire scene is in GPU memory and ALL of it is getting worked on, I assume. Or did it then mean that everything else not related to the specular material would render twice as slow? It does not appear so. The side benefit is that although the render time is doubled to handle the specular material, it means I get twice the amount of time spent on all the other stuff, too, which means a much cleaner first render, overall, except for maybe that specular material.
If this is all true, then it would be possible to add a hidden (not to be rendered) mesh which has some quality to it that demands more render time...Like a specular material with dispersion, SSS, etc. This would force the render time to increase and allow for much cleaner first renders. The "hidden" material could be outside the render frame, or be hidden behind, or inside some other mesh so that it is not visible in the render.
It does not mean that if you get twice as much time, you get twice as much noise cleanup...Noise cleanup occurs logarithmically, and that specular material is taking up a lot of clock cycles as well. But nevertheless, it appears you DO get extra "time on the clock".
My first experiment seems to bear this out...My non-specular surfaces are much cleaner, given that extra render time.