How to render faster?
taiuri
Posts: 561
in The Commons
Hi guys! I wanted to create some render pictures in Daz 4.10, but it delays too much, almost 1 hour. Could you tell me if there's a way for rendering faster? Thanks!
Comments
Keep your scenes relatively bright, avoid emissive lighting, get yourself a better GPU, render to a smaller size, reduce textures size and simplify materials, delete everything not in view, lower your quality settings, turn off the Architectural sampler.... just for starters.
If you just want simple render without shadows set render engine to Opengl<< really fast! If you want Iray>> get a Nvidia video card with more cuda cores and atleast 6gb of vram. If you want to speed up 3delight get more cores amd ryzen cpus are highest core count right now.
There are a lot of things that can effect render speeds from the render settings, to the size of the scene (the amount of "information" in the scene that the computer has to "read"), the type of lighting used, the type of surfaces in the render (reflective surfaces tend to render slower, high translucency can slow down renders a bit, etc), the type of video card used, etc etc. If you have some more information that you could share, that might help give us a direction on what to recommend to speed things up. Your computer's specs or just a general idea of the age of the computer and type of video card, the type of scene you're rendering (what products are you using in the scene?), what render settings are you using, those types of things can be of help to know so that we know what to recommend.
Any extra info you can give that could help give us a direction on what to suggest, would be helpful. :)
If you don't want to get into all that or don't want to share that information, you can check out some tutorials and tip threads on faster rendering.
I THINK this should be a general video on faster rendering, though it starts out talking about animation in the beginning, I think it gives some decent tips on faster rendering in general about 30 seconds in:
There are other tutorials and tips to be found though if you Google something like "Daz Studio Faster Renders".
use the scene optimizer addon and the denoiser
What I do for simple animations:
1. Reduce the render size.
2. Use Scene Optimizer.
3. Remove ALL unnecessary and off-camera objects.
4. Limit lighting to the most simple arrangement possible. For example, with internal scenes I might remove all walls and use only a studio HDRI. This alone can have a dramatic effect on the render speed.
My aim is to get the render time for a scene with two Genesis (3 or 8) figures, clothing and some furniture down to around 2 minutes. I can aslo sacrifice detail and use the denoiser if I'm not working with close-ups. By the way - that is another way to reduce render times ... move the characters further from the camera - a lot of skin in the frame takes a lot more time to render.
FYI I have a 1070 GPU and I'm taliking about IRay renders.
There is no problem with emissive lights as long as their are applied to low poly surfaces, eg flat planes, for example as ghost lights
Render times of a few hours are not particularly unusual, depending on your hardware, render resolution, or if the scene has very complicated light paths.
With my very middling GTX 1050 Ti, scenes which need light to reflect or refract via lots of surfaces can easily take two or three hours to even get to the point they're clean enough for a denoiser to take a reasonable stab at them.
As such, the question is really "what are you trying to render, on what machine?"
Could you expand on this? Is there something about emissive light that takes longer to render than other light sources?
Thank you so much for your advices guys. I'll see which one can help me better. Thanks! :D
There are tips and tweaks you can do, with some good suggestions here.
Ultimately, cash; you'll need to spend it to improve times. You may also decide that neither Iray nor 3Delight are the best choice for your personal needs. There are faster renderers out there, but only you can answer the question: would that be worth it?
As noted above, this is not necessarily universally valid. I think the concern is that making a complex object (many polygons) emissive can be slow as each polygon produces light paths, so that's a lot of calculations for each iteration. Using simpler geometry can give the benefits of emissive lights with fewer calculaitons per iteration.
Just pointing out that, depending on the hardware in your computer, what's in the image, how it is lit, and what Render Settings you're using, one hour isn't really THAT long. I have scenes I can render in 5 minutes. I have others that have taken 8+ hours and I have friends who routinely expect 12+ hours for a final render to finish.
While the advice above is generally all useful, it would help to know specifics of what you are trying to do, how you have the scene setup, and what hardware you're running it on.
Is there be a difference in rendering speed between an emissive primitive sphere and a point light?
I've not tested.
depends on lots of things especially your system specs.. Nvidia, cuda cores, ram, disk space. Some sets and characters render slower than other depending on surface settings. SSS, reflection, refraction, transparency all increase render times.
Does that mean that modeling a Fluorescent tube as an emissive light is going to be slower than faking it with a non-emissive tube and a ghost light? I have a scene that takes a couple of hours to render on a GTX1060-6GB, but it has multiple Fluorescent tubes, other emissive bulbs, and a big mirror on one wall. I know the mirror is killing me, but are the tubes a problem too?
I have not noticed excessive renders times with reasonably simple emissive surfaces. A cylinder shouldn't be too bad. More light makes rendering faster so it could be a trade off.
to render faster?
...get a Nvidia RTX 2080
When it comes to mesh lights, each polygon is treated as its own seperate light. Iray has to calculate the light being emitted from each polygon which can slow down a render. It does not mean that all mesh lights are bad but if you are making you own, only use the polys that you need.
The critical question is if it can fit in VRAM (RAM on your graphics card).
If it can't it will drop to CPU and that goes muuuch slower.
So keep an eye on your log (Help > Troubleshooting > View Log). If it drops to CPU try to reduce load. Texture can cost a lot, and you can often reduce them to 2k or 1k, with e.g Scene Optimizer.
We don't allow bumping. However, since you actuially have some substance in your post:
If the items are not in an enclosed space then they will, by default, get light from all directions from the HDRI image wrapped around the environment. If you put them in an enclosed space then they are list only by the light bouncing in through the openings (windows etc.) which may take a long time to reach enough hits for a stable colour value on areas not facing the openings - enabling Scene lights and adding local lights (spots, points, or emissive surfaces - not distant or environment lights) inside the space should help, though because paths can't readily escape to infitnity as they can in the open scene the process is likely to be slower even with adequate lighting becaue each path will take a lot longer to complete.