Ah wow, 12 hours
First, I would say 99% convergence is far too much, 95% work is enough in most cases. You can leave min sample at 5, as you enabled
Rendering Quality, it will stop once you reached convergence or max time.
Now ~15000 iterations/23% convergence for 12 hours... I'm curious.
In what dimension do you render (looks like 1080? More?), the way you light a scene affect a lot the numbers of iterations you need before convergence. Did you try to remove all your lights and make a test with a simple HDRI or mesh light? Also what is that sphere/sphere2 in your lights group? Look suspicious
, could be what "blocks" the ray path.
Hi! I'm rendering at 1080p and the Spheres are Primitives with Emission shaders (I tried to make a lamp bulb) I used those Spheres as a main source of light, I saw someone put Primitive planes in front of widows to light the scene so I took that logic and applied it to Spheres for the ceiling light.
Btw, you thought 23% convergence in 12hrs was bad? check out this bad boy.
The first thing to explain is that convergence is simply a measure of how many pixels are changing with each iteration. In many cases whilst many pixels may be changing, only slight variations in colour are resulting. The two main reasons for non-convergence are.
Competing light sources:
When you have more than 1 light source in a scene with similar intensity, the resultant pixel at the camera may either be from source A or B or C etc. Whilst these will give very similar results, they do not allow convergence. Also note that you can create a virtual light source by having a highly reflective surface close to the character (eg the white wall behind).
Scattering / refractive surfaces:
When you have scattering / refraction in a scene the light paths become more random, hence convergence does not really occur.
If you are rendering at the final resolution and you can't reach a suitable result within 1000 iterations, your lighting method needs rectification. Similarly if you are using down-sampling (eg render at 4k to create 1080p image) then it shouldn't take more than 200 iterations.
I would also note that chasing a certain convergence as dictated by Daz is a complete waste of time. You can leave rendering quality on, however you should be running with a maximum iterations set at a level. When doing your test render you should see a fairly good result within 20 iterations (noise, but you can clearly tell what it is). If this in not the case, then revise your lighting system.
3 Point Lighting is a good example of how to set up light sources.
- Primary Light - high intensity on one side of the characters face.
- Fill Light - lower intensity to give some lighting to portions of the characters face in shadow.
- Back Light - coloured highlight that is similar intensity to primary light, but 180 degrees different orientation.
With this system no light source competes with any other and hence the image converges quickly.
Thanks for the great in-depth explanation, I knew about the 3PL but I didn't know about the high and low intensity being so crucial for the render, thanks!
I haven't really looked into how scattering and refractive surfaces work so I don't really know what I'm doing wrong but I guess it has to do with surfaces that reflect light? (glas, mirrors, tv screens etc)
I think I know why the render time was so long, I used 2 primitive spheres as light source cause I wanted to try something I saw in a different render but I guess that emission light sources are bad, or I'm just overcomplicating things
I used the 3PL setup for the new renders and it took 11hrs each to get to 96% convergence.
It's a lot quicker and it looks better now but still 11hrs is a long time for a render imo.
I was also thinking that my pc might be to garbage to actually try this, I dunno what the specs are to get good looking renders in a decent amount of time.
GPU: GTX 970 4 G
CPU: AMD Phenom II X4 3.40 GHz (I know, it's trash)
RAM: 16 G
Keep forgetting that I'm also using Dome light (the light that's coming from the right side of the hall) Do I have to shut that off and use only the 3PL?
I also noticed another problem, if you make the renders full screen you will see some weird pixelation going down on her left cheek next to her ears, it's really small and only noticeable when full screen but I want to get rid of it.
Could that be because of those scattering and refractive surfaces you were talking about (I think its because of the reflexion from her earring cause the pixels are yellowish) I'm a bit confused on why theres a bit of pixelation happening on her eyes and eyelids, there is also some pixelation occurring on the right side of the painting.
Sorry for the lengthy post, I really appreciate your feedback!