long rendering time - AccuRender nXt2024-03-28T18:13:21Zhttp://accurender.ning.com/forum/topics/long-rendering-time?feed=yes&xn_auth=noI'm not sure it gets a whole…tag:accurender.ning.com,2012-01-18:6293855:Comment:607662012-01-18T19:49:06.104ZRoy Hirshkowitzhttp://accurender.ning.com/profile/RoyHirshkowitz
<p>I'm not sure it gets a whole lot better than this. You can try more HDRI light-- the noise will be a little less apparent. Some actual street lights might help, although clearly these options may take away from what you're trying to show. Some PhotoShop denoising type filters could also help. We can try the new engine if you like.</p>
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<p>Nifty design-- the screens remind me of Islamic Tracery.</p>
<p>I'm not sure it gets a whole lot better than this. You can try more HDRI light-- the noise will be a little less apparent. Some actual street lights might help, although clearly these options may take away from what you're trying to show. Some PhotoShop denoising type filters could also help. We can try the new engine if you like.</p>
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<p>Nifty design-- the screens remind me of Islamic Tracery.</p> Ok, thanks for quick response…tag:accurender.ning.com,2012-01-18:6293855:Comment:608712012-01-18T19:24:30.124ZOndraZhttp://accurender.ning.com/profile/OndraZ
<p>Ok, thanks for quick response. I've attached image where sky (night HDRi) channel is set to 0.001. You are right that result is better and more usable (but still "unfinished")...I turned the sky channel off in previous image to make my point obvious.</p>
<p>Ok, thanks for quick response. I've attached image where sky (night HDRi) channel is set to 0.001. You are right that result is better and more usable (but still "unfinished")...I turned the sky channel off in previous image to make my point obvious.</p> It's all "correct." Material…tag:accurender.ning.com,2012-01-18:6293855:Comment:606582012-01-18T16:05:15.839ZRoy Hirshkowitzhttp://accurender.ning.com/profile/RoyHirshkowitz
<p>It's all "correct." Material glow does not light anything-- you need to make the sign a light source for it to work that way.</p>
<p>This is going to be a very difficult night scene to do given the nature of the lighting and the amount of obscuration. You may not live long enough to see it converge. I would approach a night shot by adding some ambient light to wash out some of the noise. For example, use our standard sky or an hdr and give it night-time intensities. Start by setting the…</p>
<p>It's all "correct." Material glow does not light anything-- you need to make the sign a light source for it to work that way.</p>
<p>This is going to be a very difficult night scene to do given the nature of the lighting and the amount of obscuration. You may not live long enough to see it converge. I would approach a night shot by adding some ambient light to wash out some of the noise. For example, use our standard sky or an hdr and give it night-time intensities. Start by setting the intensity to 0.001, but keep it on a separate channel since you may have to go much lower. I'm not sure this approach will work, but it might. You also might try the standard engine since it will automatically add some constant ambient.</p>
<p>Whether the new engine will improve things is hard to say-- I doubt it-- but you never know. If you want me to try it out, upload the model and I'll take a look.</p>