- Apr 12, 2017
- 584
- 976
DOF = Depth of Field is the technical term for where the focus is. Whether you are looking at something through a camera or just with your eyes you focus in on one specific thing. Your eyes adjust; maybe the camera auto-focuses or maybe you need to turn a dial/setting to do it manually. The point is, something is in focus. Other objects at roughly that same distance are also in focus. Things farther away or closer from that focal point become more and more blurry. Cameras have the option to keep everything in focus. This is actually the Daz default. It means having DOF turned off. Typically if you are only doing a scenery shot one would not want the scenery to be out of focus. However if you are making a background image to be combined with foreground images, you may want the background to be blurry even though it is the only thing being rendered at the time. The original comment about DOF was saying that you can "focus on nothing" at the empty space where your character will be.
As for render times, pretty much any and every piece added to a scene will increase render time. The biggest factor of IRAY rendering time is whether or not all the bits and pieces of a render can be loaded entirely at once into your video card. If the CPU becomes involved instead of only the GPU, you will wait a very long time. A lot of pieces in a scene use images for texturing the objects. The bigger these image files are, the more video memory will be needed and the longer the render will take. Another factor is how complex the objects themselves are. For instance a cube can be as simple as 8 corners and the edges and faces that connect them. However a cube could also be made up of many more points, edges, and faces... think Rubik's Cube. It is still basically just a cube, but it is way more complex. More complexity, more data, means more time to process.
When your render takes a massively long time (like your full scene originally did), but you can split it into 2 parts (background and character in this case) and render each half in a tiny fraction of the time... basically your scene was too big for your GPU. Each half of the scene you then rendered out fit inside your GPU.
As for render times, pretty much any and every piece added to a scene will increase render time. The biggest factor of IRAY rendering time is whether or not all the bits and pieces of a render can be loaded entirely at once into your video card. If the CPU becomes involved instead of only the GPU, you will wait a very long time. A lot of pieces in a scene use images for texturing the objects. The bigger these image files are, the more video memory will be needed and the longer the render will take. Another factor is how complex the objects themselves are. For instance a cube can be as simple as 8 corners and the edges and faces that connect them. However a cube could also be made up of many more points, edges, and faces... think Rubik's Cube. It is still basically just a cube, but it is way more complex. More complexity, more data, means more time to process.
When your render takes a massively long time (like your full scene originally did), but you can split it into 2 parts (background and character in this case) and render each half in a tiny fraction of the time... basically your scene was too big for your GPU. Each half of the scene you then rendered out fit inside your GPU.
Last edited: