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Logical solution would be to hide the selected and then delete the hidden
...4.10 which is hte own I've been rendering with as the version of Iray is pre-RTX so OptiX is not on by default for my Titan-X.
OK, I just checked, in the older versions a few more steps were needed...
First select the polys you want to remove.
Then right click, Geometry Visibility > Hide Selected Polygon(s)
Then right click, Geometry Editing > Delete Hidden Polygon(s)
Though for rendering just hideing them should be enough to remove them from Iray.
..thanks.
I checked the 4.12 beta I have and the Delete Selected Polygons option is available there so it must have been added in either 4.11 or 4.12. Also checked and 4.10 is where dForce first appeared though still had some bugs in it so not sure if rendering a scene created in a later version might cause a mesh explosion when opened in 4.10.
Until I can get an RTX 3060 I'll be doing all my rendering in 4.10.
I found the same yet persisted. I had to dial down intensity to .01 as a starting point. Even down to .005 at times. This is with the dome turned on.
For me it helped to light the scene with dome only - no lights - to just below what I was after and the turn lights on for effect. I was surprised how low intensity had to be turned down. Took a while as I started at the default 1. I got the impression that light has to scatter over and over and over to not get grainy results. With only lights and not much to scatter and bounce off of it take forever. Instead, the dome provides enough light from every direction to satisfy that. The added light create the effect one is after.
...the trouble with the dome in even at a low intensity setting, it is like an HDRI which has full GI and illuminates the entire scene. In the scene I created I only wanted the light sources present to illuminate the scene just like I did in the one with the girl outside the dojo with the lamps and fireflies
In 3DL this didn't affect render items like it does in Iray though it was more tedious to set up and was not very realistic from a lighting point of view as the light elements themselves did not create the light and often cast shadows of their own..
this was in 410... titanX ... the lights are all emissive light bulbs inside the walls and the the street lights are the same took 47 min used 11800m of vram was either 4kx2k 3800x 2100x according to PS...
I've seen people tearing their hair over two day renders and others getting 5 minute ones. Mine seem to run 20 to 60 minutes.
But with 64g and dual xeons besides the titan card... I just start a render and open 4.12 and do other 3d work.
All the streetlights are a one light, don't know if that helps or not.
ways to make that scene faster.
Iray traces the relation of light bouncing between objects in the scene.
Does the background have much to do with interacting with the figure?
Probably not.
render the girl and the lights save as tif ... (draw dome off)
the hide the girl and just render the background.
I bet both renders will go faster. same camera .. lock it.
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Still working on the attached picture because I still don't have a small dragon I like ...
how many renders in this?
Background, girl without dragon. dragon, very emissive dragon to create the light
then stacked in photoshop.
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I believe in a normal render the raytracer would want to check all the lines between all the objects
but obviously the light on the background isn't really a factor for the character nor is the light from the emissive dragon a factor of light on the background.
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second picture the hidden dragon is extremely bright in order to create the reflection in her pupils.
could only be done with separate renders.
...yes, she casts a shadow on the door behind, so layering is not possible without having to manually paint the shadow in which I do not have a steady or deft enough hand for doing.
After actually deleting the mesh segments of the set not seen by the camera with the Geometry Editor, the Process finished after hitting the setting of 25,000 samples (80% on the progress monitor) in 2h 21 min in 4.10. Looks pretty clean :
Haven't tired rendering in 4.12 yet to see if removal of the rear walls and floor make a difference.
I only have 24 GB memory (mot the MB supports) and a single 6 core/12 thread Xeon.