That is totally insane! I feel your pain too. My most recent fridge render took some 90000 secs!!! That is ONE day, for a stinking 480 X 320 image. What's the deal???
Hey Francois,
I agree I should attach a description of the setup in order to determine what's causing the high render time. As for the rest, I don't think my post is that caustic for you to react in such an inflammatory way. The "that's insane" phrase refers to the original post by IDR.
Apology accepted.Sorry if you feel I reacted in an inflammatory way. That was not the intention nor the point !
Sometimes it's fun to just complain for the sake of it, ain't it?If you want to complain about something, that's fine ! But you can't do it without fully detailing why, so others can help.
Well, as a Mac user I have learned a very valuable lesson from The Macintosh Bible. To paraphrase, "if you can't do something, don't blame yourself, blame the software." This statement may seem like an escapist way to approach problems, but it often reflects the state of affairs about issues and shortcomings when dealing with program functions.Regarding your settings, that's what I was expecting : a too high number of area lights.
There were no excuses in my answer. And I will not even comment the other lines of your post !Apology accepted.
I'm not sure but it doesn't look like Cheetah is using all of the available ram? My render is now on it's 15th hour which seems insane considering the size and complexity of the scene.
Anybody know what's up?
Setup 1: 10 area lights @ 2 samples each, raytrace + transparency for each, geometry on, 100 caustic photons each. Render time: 86000 secs.
Setup 3: 1 single point light with 1 sample. Render time: 10000 secs.
System: iBook G4, OS X 10.5.4, 1.42 GHz PPC G4, 1.5 Gb RAM. Cheetah 4.6.2.
Mmm, why should it run faster if it uses all RAM? Would Safari be faster if it would use all available RAM? OS X apps usually take the RAM they need and keeping two or three copies of the same scene in RAM to fill it up wouldn't make anything faster. But it would be nice if it would be that easy.
The main source of high rendering times are currently a) blurry reflections in combination with area lights and b) the irradiance cache under high resolution renderings or high geometric details.
a) will be addressed with the new material system in 5.0. b) will be probably addressed in 5.1 or 5.2
In the kitchen scene you send me some time ago you had many materials which used blurry reflections. But you used only a angle of 1° for the reflections angle. You can do that of course but the effect will be hardly noticeable in the rendering and the rendering time increases seriously. Especially if you have hugh area lights in the scene. So avoiding blurry reflections with a 1° should already help.
Bye,
Martin
Pod,
I'm sure you know way more than I ever will but that contradicts what Martin told me when I only had 512 MB's of ram. He said that is barely enough to run the program let alone do a complete scene. Also, what would the point be of having 4 GB's of RAM if Cheetah doesn't access it? I have been using this program long enough to know that a scene in my case 1366x768 with 4 area lights and 4 spot lights should not take over 15 hours.
My radiosity was set to 600 samples and I used the default in the radiosity for all the other settings.
I was intrigued by what you said here, so I went back through the scene. There was an extra area light with six samples inside the fridge. Also, some of the shiny materials had a reflection angle of 1 or 2. I wonder if that would make a difference. I can also send you the file if you think that would be helpful.The speed difference between these two settings is very very strange. It should be much bigger. Rendering your refrigerator scene with a single point light shouldn't take that long. How many polygons do you have in your scene. That almost looks like OS X started swapping data to the HD.
I'm very sure Cheetah3D can render Setup 3 in a small fraction of the 10000 seconds on my Intel iMac.
I'm glad you took the time to do some testing of your own. The results are illuminating....
It's not hard to blow out render times if you crank up expensive options or quality settings. All I'm doing here is rendering a ball on a plane with two lights at 640x480.
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