Starliner - Hallway & Lounge - renders slowly

HeraHera Posts: 1,958
edited September 2021 in The Commons

I tried a scene with this one the other day Starliner - Hallway & Lounge | Daz 3D but the render time was horrendous. After 3 hours, everything was still completely grainy, and it had only rendered some 400 steps, still 0% done

What's with this scene, why does it take so long to render?

It came as a default  with a huge lot of spot lights that I could remove without any notable differense to the image. And then I removed the background. But still it takes forever. 

Any brilliant ideas?

Post edited by Hera on

Comments

  • PixelSploitingPixelSploiting Posts: 898
    edited September 2021

     I'd check if there are any displacement maps anywhere and see how it renders stripped off of everything but diffuses and/or specular. Or how many (if any) tiled textures are there because much tiling can multiply texture memory usage.

    Post edited by PixelSploiting on
  • PerttiAPerttiA Posts: 10,024

    How big was the installation file?

    The product page already gives hints that it is a heavy scene

    • Textures Included
      • 118 Texture, Normal, Bump, and Metalness Maps (128 x 128 to 8192 x 8192)

    There are probably lots of meshlights as well, which also increases the 'weight' of the scene.

  • margravemargrave Posts: 1,822

    Or how many (if any) tiled textures are there because much tiling can multiply texture memory usage.

    I'm pretty sure Iray only counts the actual texture maps used, so just setting the tiling shouldn't affect anything.

  • ColinFrenchColinFrench Posts: 648
    edited September 2021

    Are all those light edges of the curved arches, windows, etc created as emissive surfaces? That sort of thing has drastically increased my rendering time in other sci-fi type environments.

    Cool looking environment, but I think it would kill my system.

    Post edited by ColinFrench on
  • Weeell, emissive surfaces shouldn't be really brutal fo iRay.

    Unless you pair them (or any other kind of lights) with lots of glossy and metallicity surfaces. Then the raytracing really has something to do.

  • PerttiAPerttiA Posts: 10,024

    PixelSploiting said:

    Weeell, emissive surfaces shouldn't be really brutal fo iRay.

    Unless you pair them (or any other kind of lights) with lots of glossy and metallicity surfaces. Then the raytracing really has something to do.

    Depends on the mesh, the denser it is, the heavier impact because each quad is treated as an individual light source -> Wthout realizing, you get thousands of individual lights very quickly.

  • PixelSploitingPixelSploiting Posts: 898
    edited September 2021

    PerttiA said:

    PixelSploiting said:

    Weeell, emissive surfaces shouldn't be really brutal fo iRay.

    Unless you pair them (or any other kind of lights) with lots of glossy and metallicity surfaces. Then the raytracing really has something to do.

    Depends on the mesh, the denser it is, the heavier impact because each quad is treated as an individual light source -> Wthout realizing, you get thousands of individual lights very quickly.

     

    When I feel like making everything glowy plastic fantastic I'm limiting myself to very old Poser sets. Something tells me this Space Lounge set is not light on poly given all the wall curvatures.

    I had this with Pix Cypher G3M. Lights memory went up after I made cyborg seams on his body glow.

    Post edited by PixelSploiting on
  • As an example, I picked up Elysium not long ago. Out of the box it took much longer to render than I expected. Getting rid of the emissive surfaces made a huge difference. Yes, it does have some shiny reflective surfaces like the floor, but many sci-fi sets do.

    Just my experience, as always YMMV. smiley

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