- Apr 13, 2021
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Well..."Iray cam" is a camera mounted with 5 section planes (top, bottom, left, right, rear) that hide everything that is not on camera sight. You don't have to shot with it, neither you have to use all planes all togethers. You will need some practice and how to light respectively tho, some situation will be tricky. But it's imho by a large marging the best tool for chain rendering efficiently (without destructive behavior) once you got the ropes.
To go further with optimization, surfaces are more tricky as it really depends how it's done. UberIray is quite a fat shader and most artists don't really care about optimization/redundancy. "Shiny stacking" (Gloss+Dual Lobe+Metallic Flakes+Top Coat...), translucency/SSS use (that tree with thousand leafs may not need it), and most of the time weighted base mix should be redflags (optimiztion wise/noise trap). It's especially critical when those surfaces are large (walls/floor/ceiling).
Sometimes it's worth reviewing an asset, say a living room you gonna use plenty of time, that don't perform very well, for less fatty shader use in some areas when possible. Iray presets and vMaterials (You must be registered to see the links, thenYou must be registered to see the links) can come handy and generally way more cheap to render.
For lights rules of thumb should be, more a light geometry (sphere, plane, disc) is small and the more intensivly it emit light, the more noise you generate. A ping pong ball emitting thousand suns is a bad idea, it need to be scaled accordingly.
For render setting nothing comes really to mind except keeping crush blacks and burn highlights to 0 (or nearly 0, like 0.01) if you render with 8bit color depth (default setting/not rendering 32bit exr beauty canvas), it will help to keep details in with underlighted and overlighted areas (and postwork later).
Here is what i tried to accomplish.
I had a scene setup with an HDRI. For background because it looks soo nice.
Now using that section plane camera, that scene looked shit because the lights were too bright.
So i was building planes around until i realized that this is actually useless. Just by logic. haha...
Ok, so now i have to rethink the scene to get rid of the HDRI and instead make a plane that emits some picture.
But, what is that? The spotlights i had emitted too much light. Worst, they made the render slow. My problem is this. I want the scene to have the right lightning. Lights should not flush the room out but enhance the scene.
Ceiling will be gone, so there has to be some other form of light. Best i can think off is a plane.
I think changing to scene only in the environment setting seems to yield the best results. No other light source except what you setup. If you don't, everything is flushed like you are standing next to an atomic blast.
So this will be a learning process to get the optimal scene.
So that is what i will do today. Sitting there and playing around and to get the best possible outcome.
Your tip about the light geometry made me thinking. I use spheres quite a lot as a sun. This seems to be true as it renders quite slow. So i have to work on the light sources and get the right mix.
But i like challenges.
Thanks for the links. I wasn't even aware of these "free" utilities.
But it's like with poses. I use just some standard assets and adjust them to my needs. So this will come in very handy.
p.s. Not sure how to measure time when rendering.
This render took about 20 minutes in 2K.
The cam sliced everything nicely away and i changed the environment to just a plane with a small sphere to give some sun light.
Not too much light and the scene is set to dark.
Personally, i am good with it. I think it has a good contrast and some shadow effects. Kind of what i was aiming for.
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