Hi, does anyone have an idea for faster invidia renders?
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I am having some real problems making renders Using Invidia. I am Using an ASUS with an Intel(R) Core(TM) i5-5200u CPU @ 2.20GHz. Also only have 6.00GB of memory(RAM) and a 64-bit Operating systems. I know I have an old PC but I was wondering if there was anything I could do to speed up the render process. At the moment it's taking hours to complete a render in Invidia and it comes out grainy or with a lot of white noise. I'm not very skilled and use the default settings when rendering. If anyone would like to try and help I can attach a render that took over 2 hours. I know there's programs that help with noise reduction but that usually leaves the image looking blurry. If anyone can help I would really appreciate it. Thank you for taking the time to read this.
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Comments
Download the 4.11 beta https://www.daz3d.com/daz-studio-beta it comes with a Denoiser that I found to be pretty useful for removing grain and therefore faster rendering.
You can also buy https://www.daz3d.com/scene-optimizer
Avoid reflections and darker images with many shadows. Those take the longest. Interiours also tend to take longer imho.
More light will probably help both speed and convergence. You can also try lowering the Max Path Length in Render Settings, which limits the number of times a path will bounce from a surface and continue before the render decides it is done and returns the colour.
Hello,
well, more light will certainly help like Richard said. What graphic card do you have? Or do you use the integrated graphic? That doesn't support nvidia iray. So the rendering is done by the processor only and understandably slow. If you have a nvidia graphic card you should check how much ram it has. A card with little ram won't help much because the scene wouldn't fit on it and daz-studio would default to the processor for rendering.
Buying a new/or used nvidia graphic card should then reduce your rendering time significantly.
Even a used 4gb graphic card for 50,- bucks (GTX 745, GT 730) would be a difference like night and day.
Thanks Storm I'm downloading the beta to see if that will help. If it doesn't I'll probably buy the scene optimizer to see if it will help. Richard, I'll atempt to do some renders with those settings using the new beta to see if maybe it'll work prior to buying the scene organizer. pschroed, I don't have graphics cards. I don't mind buying things in order to help with my renders. The specs I gave for my laptop is all I have but it will be usefull to buy something better(Even possibly buying a new computer or making a new one specificaly to make renders faster. Thank you all for responding so fast with great ideas and suggestions.
The scene optimizer will definitely help with Szene size, but as pschroed said, the real difference comes with an nVidea graphics card. If you are able to add one, make sure it is nVidea, as other cards do not work for Iray.
Also, rendering will take a while even with a card, so you might want to keep an eye on the entire heat issue. Also considering that you'll probably end up with a lot of GB of content (purchased or freebies) is something worth considering when you plan ahead.
Hide walls and ceiling if they are not part of the view. That will speed up your rendering and than play around with Tone Mapping
in Render Settings Pane. Mostly Film ISO and Shutter Speed. You could probably cut your Render time with 70%
What! I did not even know about this one! You're a wizard. :)
OP: I echo the suggestions about making sure the scene is not fully enclosed if you can help it, and adding more light. And I HIGHLY endorse the 4.11 post denoiser.
I prefer throwing cash at my computer, it seems to respond well. :)
I wouldn't expect fast results without at least 8 GB of system CPU RAM.
The thing about adding "more light": That alone won't do it. Nor will messing with tone mapping alone, unless you try extremely out-of-bounds values (the tone mapper does much of its work following the renderer).
The main idea is to avoid indirect lighting, so the keyword phrase should be "add more lights." If you add lighting into areas formerly in indirect shadow it will speed up the render. It will also wreck whatever toning you had in mind for the scene, so here is where the tone mapping comes in. Basically, you want to fiddle with values of the lights and tone mapping so you can return to the overall light/shadow relationship you want. It's easiest to do this one light at a time. Start with a "ground light" (a light that puts illumination into a shadow area), and adjust it, and the tone mapping, so you get the level you want. You can then add the other ground lights, and then finally the main lights.
To be honest, this entails a lot of work. If you're doing just one render of a scene, sometims its more time effective to light the thing normally, and go away for lunch.
BTW, the Architectural Sampler was created to aid the renderer in being more effective with scenes with all or mostly indirect light. Using it doesn't always cut down on rendering time.
There's also the light portal feature that was added sometime in the 4.9 timeframe. It's fairly arcane and not talked about much here, but it's intended to simulate light coming through a door or window where an actual light source out there would lead to inefficient indirect lighting. To acticvate the light portal feature, add a spotlight, set its geometry to Rectangle, then set the Light Portal option to On. A Google search can turn up a little more about how this works. I believe there's a bit more discussion of it in non-Daz forums that use Iray, though understandably the user interface in those programs will be different.
And if the scene is fully enclosed, you can always throw in an Iray Section Plane Node and turn Light Clipping Off...but I personally don't stand by this recommendation, nor do I require a "not fully enclosed space". I mostly use the Section Plane so I don't have to worry about camera placement. All of the above recommendations will help, but I lean towards RIchard's advice and Tobor's advice.
https://www.daz3d.com/iray-ghost-light-kit
Place these lights over your windows (and like people said, remove reflections from the glass surface) Ghost lists help tremendously in my experience.
If you light your scene with an HDRI into an interior, it takes way longer for all the rays to finalize. Turn off any objects in the scene not in the camera's view.
They're okay if you know the limitations of mesh lighting. That light is only diffuse, so shadowing is very weak, if there at all. (The exception to this is if the mesh is used iwith an IES profile, where the profile can shape the light source into something more than just 180 degree diffuse emitter.) If that's the lighting you want then by all means use an emissive source. But if you're seeking to put detail in the shadow, you need a light source that can produce the shadow. This where the spotlight comes in, either stand-alone or as a light portal.
It took me over a year to really figure out how to use spot lightss in Daz. They're a challenge, but you can use them to produce any lighting effect you want, from a dim firefly to broad sunlight.
Yeah its true, its creates a diffuse light from windows,like a cloudy day from outside. I didnt know about the spotlight. Cool!
I also had some succes mixing hdri environment light with ghost lights, it reaches faster convergence but you still get some hdri influence if you tweak it just right.
I likewise find that using HDRI environment lighting (when it can reach the scene) to be a great help in speeding up renders. Finding the right one can be a challenge, but it helps if you're not also trying to use it as a backdrop image.
maybe it's just me, but slapping a white panel as the background seems to have greatly reduced render times. I have no idea why
Everyone is saying how HDRI backrgound-lit scenes are so much faster to render than normal point lit scenes.
Given that, is there an easy way to convert/bake a Daz lit scene into a HDRI background?
Then you could delete all of your lights and replace it with a HDR background.
I don't know, maybe:
I think it would depend on the surface shader of the panel. Something with a "noisy" background and reflective would probably double the render time! A flat, completrely diffuse material with no reflection might render fastest.
The (if pixel == white) is probable something to consider, but Iray does it for pixel neighbors, too. Each time, over and over, including reflections of the ray path. The more consistent a surface is the faster the thing will render, because Iray can count a pixel as converged more quickly when it closely matches its nextdoor neighbors. This is why getting up close to a complex texture always takes more time to render.