Hide geo from camera visibility = massive jump in rendertime
Posted: Thu Oct 27, 2016 12:03 pm
Hi Paul,
I have a product assembly and I want to generate a shadow pass of the product onto the floor. This shadow will then be comped into the image so that different product configuration can be layered on top.
My workflow has been to check off Camera Visibility on the geometry of the product and then add a diffuse shader to the floor, with the matte option checked.
When do this the MSamples per second drops significantly. For example if I have the whole product visible in a beauty render I get 12 MSamples. in the above scenario this drops to around 2 MSamples. This surprises me as I would have thought there is a lower calculation overhead for a shadow pass only. I can identify that it's when I hide the geo from camera visibility that I get the drop.
I have a work-around right now but am interested to know why this is happening or if I'm doing something wrong.
Modo 901 Svs Pk 3
Octane plugin 3.3.2.111.901
Thanks, Darren
I have a product assembly and I want to generate a shadow pass of the product onto the floor. This shadow will then be comped into the image so that different product configuration can be layered on top.
My workflow has been to check off Camera Visibility on the geometry of the product and then add a diffuse shader to the floor, with the matte option checked.
When do this the MSamples per second drops significantly. For example if I have the whole product visible in a beauty render I get 12 MSamples. in the above scenario this drops to around 2 MSamples. This surprises me as I would have thought there is a lower calculation overhead for a shadow pass only. I can identify that it's when I hide the geo from camera visibility that I get the drop.
I have a work-around right now but am interested to know why this is happening or if I'm doing something wrong.
Modo 901 Svs Pk 3
Octane plugin 3.3.2.111.901
Thanks, Darren