Regarding the 3DLight Engine and Render Settings
wancow
Posts: 2,708
Okay, mostly I'm concerned with the Shading Rate. A Lower shading rate severely jacks up the render time, but what does it actually DO?
Also, I know someone out there knows exactly what all the advanced settings do. I know, for instance, that Ray Trace Depth has a lot to do with transparency and reflections. If someone could run down what each of these settings do, and whatever effect they have on render time, that would be very helpful, I think.
Comments
From my tutorials and freebies index:
Advanced Render Settings and what they do discussion.
This is taken from 3Delight for Maya documentation, but should also be applicable to DS.
http://www.3delight.com/en/uploads/docs/3dfm/3dfm_12.html#SEC72
` Shading Rate'
Controls how finely the geometry is tessellated prior to shading. 3DELIGHT adaptively tessellates each primitive into very tiny elements called micro-polygons, those elements are then shaded and sampled. Usually, the size of one such micro-polygon is one screen pixel and this corresponds to a shading rate of 1.0. A shading rate of 4.0 will produce micro-polygons that cover approximately an area of 2x2 pixels and a shading rate of 0.5 will give two micro-polygons per pixel.
The value for Ray Trace Depth simply sets how often ray/light bounce of an object/polygon.
On a side note, looking at those docs really give a glimpse of what kind of features/options DS users are missing out.
From the other thread I linked too:
WAIT a minute!
The way Shading Rate is described sounds a whole HELL of a lot like the way the Poser render engine has it's claimed Subdivision Surfaces!
So, basically what you're telling me is this: when I have a really detailed displacement map, the shading rate will absolutely affect it...
Fascinating!
I was under the impression ray trace depth also affected how deep rays would go through transparency layers. Such as layered hair, or somesuch.
Raytrace bounce affects reflections as well as raytraced shadows.
I was under the impression ray trace depth also affected how deep rays would go through transparency layers. Such as layered hair, or somesuch.
Only if there's refraction or reflection applied to the surface - if not, a transmapped surface doesn't use a bounce (fortunately or we'd need to set the value high to render most hair).
Okay... for the first time I did a full sized render, 1600 pixels tall, that rendered in FIVE MINUTES!
Good grief, that has NEVER HAPPENED to me before. So I'm talking with a programmer friend and he's telling me about floating point operations (as opposed to Integer Operations) and that I need to figure out which that one setting, or two, were those that made this render go so fast...
Here's the image:
http://www.renderosity.com/mod/gallery/index.php?image_id=2344434
My render settings were as follows:
Bucket Size: 8
Ray Trace Depth: 4
Pixel Samples X: 4
Pixel Samples Y: 4
Shadow Samples: 16
Gain: 1
Gamma: 1
Shading Rate: 0.5
Pixel Filter: sinc
Pixel Filter Width X: 6
Pixel Filter Width Y: 6
Why, oh why did this render not take the normal TWO HOURS? I dunno... not the first CLUE!
The only thing in that render that would take longer than 5 minutes is the hair. Did you do something different with the hair?
The render settings do make a difference, but lighting settings and hair slow my renders down much more than even major changes to the render settings.
Other than use the LIE to make that hair colour, not a durn thing!
Christian