Firstly, there is nothing wrong with using emissives, provided they are used correctly. The biggest issue people have with them is that they are often in assets as small high intensity objects to simulate light bulbs. These end up being firefly generators as much as lighting the scene. I regularly use emissive spheres to light a scene, however they tend to be fairly large and with low intensity.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.
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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
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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!
When you are lighting a scene, every light placed in the scene should have a direct result. To get a scene to render quickly you are always better with less rather than more lights. The scene is simpler and it takes less time per iteration and as there are not multiple light sources lighting each surface, it will require less iterations to converge.
With your modest hardware, I would suggest that you light scenes using HDRI's only. Interior scenes can be done via the use of the iRay Interior camera I mentioned earlier. The advantage of the HDRI is that not only do they render very rapidly, but you can also achieve colour variation all with one source. To show you an example of what is possible, please see the spoiler below.
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