

subdivs 100, Samples 20 or 30 and set the LC subdivs according to the size of the render - for 1400 x 800 pixels I use 1100 subdivs.

Dalomar may jump in here to warn of my gross generalisations (and my far-from-complete understanding of many of VRay's finer workings), but for final renders I set an IM min and max of -3 and 0 respectively, Hsph. LOLī ) Too high, or incorrect settings for your engines. Faced with incontrovertable evidence, did he back down? Did he hell! > He was just p*ssed off that I could render an identical image 3 times faster on my Core Duo laptop than he could on his Quad-Core Desktop by understanding VRay better. BTW, the DMC render took about 10 hours, the IM + LC one took less than 2 hours. In fact the only visible difference between the two images was that the DMC one was slightly brighter overall. To prove a point I once ran two large identical daylit interior renders overnight and showed them to my stubborn boss (who absolutely refuses to use anything other than DMC) the following morning and asked him what he thought of the them without telling him which was which- he absolutely couldn't tell which was the DMC rendered one. I'm certainly not saying that you should never use DMC, but personally I haven't found a project yet, interior, exterior, day or night which couldn't be rendered perfectly well using Irradiance Map as Primary and Light Cache as Secondary in a fraction of the time of just DMC. I've had red-in-the-face arguments with colleagues (even an ex-boss, though that's not why he's my ex-boss LOL) about this issue. I covered a lot of this before, but I'll put it in list form so others can get the info fest.Ī ) Using DMC as secondary engine.
#Sketchup pro 2018 default field of view full#
Re: render times, you're on a very similar, but faster machine than I am and I'm pretty sure I could render this out in well under an hour (at this resolution anyway- is the image you've embedded here full res?). (As an FYI for anyone new to SU, you do this by selecting the "walkthru" tool in SU (the little footprints) and then type in a new camera height, or hold down Shift and move the mouse downwards) If you still feel you're not seeing enough floor in front of the camera just lower the camera position again. If you switch anti-aliasing off in SU you can see exactly when they become vertical as they'll display as perfect vertical lines rather than jagged ones. Re: parallel verticals- you're almost there, just lower the camera position about 150 mm/6 inches and then rotate it slightly upwards until all the vertical edges in the room become vertical on your actual screen. I notice one thing very odd in your render- the reflections on the leather sofa are grey- it looks like you've done something weird to the fresnel reflection, like added a grey filter or something? Great for pearlescent car paint, but it looks stange here. Like I said you want it to light the room very evenly without actually casting obvious light or shadows onto surfaces.

Judging by the shadows on the walls your rectangular light might actually be too big now, trying bring it in about 500mm (1½ft) from the walls. I just noticed (and corrected) a typo in my last post- it should have read "Ignore Light Normals" box should be ticked, not unticked as I wrote, sorry about that. My clients are quite the rich fellows! Dĭamn, sorry Steve, the shadow on the walls is my fault. (I'll be honest, I didn't quite understand what you meant about rotating the whole camera thing but then I had a dream last night where I was taking photographs and was trying to find that horizontal then I sort of understood )Īnd yes. vertical but I think the rooms a bit too small to lower the FOV any more. I also tried adjusting the camera a bit to get that horizontal to work and the verticals to be. It should still be able to go down a fair bit right? I'm using an Intel Pentium Dual-Core T4200 with 3.00GB RAM (even though only 2 is used?). This time it took just a little over an hour to render. Any particular way around this? I also kept no decay on because turning it off made me have to boost up the rectangular light's multiplier quite a bit. I think the problem with using a rectangular light in the middle of the room is that it casts a small shadow onto the walls because of the edge of the rectangular light. I've turned down the subdivs to the regions of 4-16 to the materials and turned off reflections in some of the materials such as the wood. Still not satisfied with the results though. Re: Rectangular lights create noisy reflections?
