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 Post subject: GENERAL: Optimize lights
PostPosted: Tue Jun 28, 2005 7:16 pm 
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This is an advice that can reduce render times. Maxwell takes much time calculating rays from sides of the emitters that are hidden, here you have two examples, they are identical, the only difference is that the second one has no emission faces inside the scene floor. As you can see, in only 10 minutes of render time the second one is much cleaner.

Conclusion: avoid hidden emitters, that is, faces inside objects or in other positions where the light will never reach the eye.

Image
Image

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 Post subject:
PostPosted: Tue Jun 28, 2005 7:35 pm 
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thanks for the info victor :D

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PostPosted: Tue Jun 28, 2005 9:55 pm 
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:: thanks victor... i had noticed that b4 with some of my tests... but thought had more to do with the scene setup.... cheers:: :wink:

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PostPosted: Tue Jun 28, 2005 10:33 pm 
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If you need to hide your emitters, hide the emitter geometry within your application not behind other geometry and also don't set their energy to 0 (zero) for hiding them. Because it'll cost some more time to render if they are there.

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 Post subject:
PostPosted: Wed Jun 29, 2005 12:15 am 
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Joined: Tue May 03, 2005 2:49 pm
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sorry but i don't get it. i hope it's because my english is too bad and not because i'm too stupid. could someone explain this to me in _simple_ words?

thanks.


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 Post subject:
PostPosted: Wed Jun 29, 2005 9:38 am 
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thinking about it - i guess the emitter in the first scene is a flat box whose lower half is positioned inside the floor. the second one is a plane lieing on the floor.


btw: "lieing" ????


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 Post subject:
PostPosted: Thu Jun 30, 2005 11:28 am 
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I don't think you can apply the emitter mat to only a poly selection. You have to apply it per object. So delete the faces you don't need.

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 Post subject:
PostPosted: Thu Jun 30, 2005 11:57 am 
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it means you can use any poly object as an emitter, just you can't apply emitter mat to individual faces. Keep in mind also the more geometry your emitter has, the more it will take to render clean.

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 Post subject:
PostPosted: Thu Jun 30, 2005 3:27 pm 
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Don't know if it can be done with emitters, but with a multi-subobject and using different IDs to the faces you can apply different materials to different faces of the objects. I've done that already.

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 Post subject:
PostPosted: Thu Jul 14, 2005 9:16 pm 
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Joined: Sat Apr 09, 2005 12:07 pm
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luigimux wrote:
Hi everybody, only to be precise.. the images are not identical 'cause the first one has a side emission..:D

Image


How is it possible?
Can we see a wireframe?

Ciao, Jo


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