Question about multiple lights - rendertime
Posted: Wed May 07, 2014 6:16 am
Hello!
I'm trying to create a virtual photostudio in 3ds max, but I am experiencing pretty bad render times.
Are there any key things I am missing out on?
I have 4 graphic cards (2 gtx 690's and two gtx 780tis) for a total of 11900 Cuda cores, so there should be decent computing power available.
My test scene is pretty simple - a room, a white background, 5 octane light sources and a human body/face. (sss skin from Icelaglace)
On path tracing or PMC i barely beat 10-15 mb/s. Is the SSS skin really making everything that much harder to calulate, or did I mess up something when I set it up?
What kernel settings would be suitable in general for a "indoor" enviroment like this to make rendering most efficient? (I mean, are there any settings that cause unnecessary calculations, without improving the final result?)
I'm absolutely a newbie, so any help is good help.
Thx for your time!
I'm trying to create a virtual photostudio in 3ds max, but I am experiencing pretty bad render times.
Are there any key things I am missing out on?
I have 4 graphic cards (2 gtx 690's and two gtx 780tis) for a total of 11900 Cuda cores, so there should be decent computing power available.
My test scene is pretty simple - a room, a white background, 5 octane light sources and a human body/face. (sss skin from Icelaglace)
On path tracing or PMC i barely beat 10-15 mb/s. Is the SSS skin really making everything that much harder to calulate, or did I mess up something when I set it up?
What kernel settings would be suitable in general for a "indoor" enviroment like this to make rendering most efficient? (I mean, are there any settings that cause unnecessary calculations, without improving the final result?)
I'm absolutely a newbie, so any help is good help.
Thx for your time!