Mortze wrote:I'm rendering this scene, in a bar, at night, where there are a lot of iluminations, with ceiling lamps and a candle in the table. Add some transparency from glasses and the candle glass, jewellery reflection, liquid transparency and refraction, and you got a heavy scene to render. I've deleted everything from the scene save from the lights and what's in the camera shot. Still, I have to render at 1h+ and still stop it at 4000 iterations.
I don't know where I could put those Section nodes in my scene. I need the light that comes from the opposite corner of the room.
Eclipse wrote:The perfect section node scenario is a large-scale outdoor sceene with lots of complex materials like water or metal. For example, in a beach scene you could cut off literally everything outside of view and there would be 0 visual difference, but render times would be greatly improved due to a significantly lowered amount of water. Or it could be a big forest scene where foliage might be using subsurface scattering, you could cut off everything above and on the sides, and substitute it with a forest HDR if necessary.
Mortze wrote:Are you saying that, in the example of a beach scene, if my camera angle captures the character having a good time in the water, and I place section nodes on the right and left of the camera it won't make any difference?
How about you give us an example of the node sections placement on a quick scene, from the Viewpoint POV. Like and aerial printscreen.
I'm still not sure how that works without influencing the ambient light. In a HDR lighted scene, where light comes literally from everywhere because it's emited by the HDR sphere a node section would block the light coming in straight line from on direction, no?
Eclipse wrote:The HDR enviroment map is not considered as an object/geometry, so it will be ignored by the section nodes. Light from the HDR will interact with the things in your render as usual, no matter where you have put section nodes.
Eclipse wrote:Just for good measure here is the final version which didn't turn out great, but that's besides the point :
Mortze wrote:That supposed to be a phaser or a laser?
Eclipse wrote:Was going for some kind of beam/lance cannon. Originally wanted to have it light up more of the scene but had a tough time getting it to work well with the volumetric fog so it ended up a little on the boring side. Gotta hate it when you wait on a render for 40 minutes just to discover the damn thing doesnt look right at all. Said "fuck it" and did something else instead lol.
Mortze wrote:Volumetric fog?
Try something simpler. If you go for a phaser (totally diferent from a laser but the same technique applies), create a cilinder primitive. Scale it to be your phaser beam. Put an emissive shader on it. Set the parameters for color, choose a high temperature and Lumex.
Then on the Render Settings, go to Filtering, Bloom Filter ON, and play with the Pixel Filter Radius to get that bloom effect.
You can monitor those testings with the IRay preview view.
For a laser it's the same thing but a smaller cylinder, and also some Motion Blur in Photoshop.
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