Indoor Lighting

RL_MediaRL_Media Posts: 339
edited August 2023 in Daz Studio Discussion

I have to be doing something wrong here. Trying to texture my house. I have ceiling lights with emissive surface domes, and hdri lighting coming through glass windows. It's taking stupid long for test renders. It should be lit well and going fast I would think. After 8 minutes, it's still way too grainy to see if my wall paint settings are right. I been trying to upload some images showing the scene, a render, and the settings, but that doesn't seem to be working right now. Just says uploading forever. Screenshots of settings here, spectral is off

Maybe someone can spot a setting I stupid up. Also, here is what the scene looks like, so you can see how many lights are up there.



And this is a render after 8 mins, still noisy as hell, nowhere near clear enough to see my shader/texture details clearly


I recall iray being slow, but damn, I have a 4090 now, it can't still be this slow. Tried guided sampling, didn't seem to help any. If I left out any other settings that would be useful to know, let me know.
Also, you can middle click the render and see it at full sized, I shrunk it down a tad for forum display purposes

Post edited by RL_Media on

Comments

  • RL_MediaRL_Media Posts: 339

    Cranked it up to 250000 and still wasn't helping lol. Switched lumenance unit over to kcd/m and it's behaving a lot better it seems, even without hdri coming through the window. So rusty in this program, been mostly in blender to build this house geometry for quite a long time. All these were ~ 9 minute renders

     

  • Just a quick glance at the scenes, but I'm seeing a lot of lights and reflective surfaces. That will slow things down. How hi res are your textures? I've had indoor scenery that looked lovely, but was a pain to render because of the hi res detailed surfaces.

  • Reflections are a double-whammy - they slow each pass down as it takes longer for the light path to decay to the point where it can return a final value (as I understand it) and because they scatter paths by reflection the angles between passes become spread out, requiring more samples to reach convergence (again, as I understand it - or you might also think of the paths having to travel furher and so being more spread out, like the inverse square law).

  • RL_MediaRL_Media Posts: 339

    Yeah, you are right. All the polished surfaces slow it down a lot. If there is just a wall or cabinet in the shot, it goes a ton faster.

  • plopsplops Posts: 81

    Try dialing your "EXPOSURE VALUE" down to around 13 or 14.

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