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Let it render for more passes. Points are randomly selected from the rectangular light for each pass, so it needs several passes to smooth out.
See:Cove Lighting
Here is a cove lighting example after 6 passes:
And after hundreds of passes:
I'm still not having any joy with this cove lighting. The image below has been rendered for 7 hours and 50 passes yet the lighting is still a long way from approaching completion and I simply dont have the time to wait that long for this job. Where am i going wrong or how can I speed up the process. This render attempt was only 800 pixels wide, imagine I attempted a high res version!
appreciate the help, thanks
How many passes did you get in 7 hours?
Also, right click the top of the render window and select statistics to see how many lights you have. Sometimes
lights placed on a surface in SketchUp will create too many physical lights.
Send the model to support@renderplus.com and we will try it here and see if we can improve it.
(For example, you can place more shorter lights in the cove to get them to process faster, or use more lights per pass. Still it is going to take some time to get a good rendering with recessed lighting)
It turns out that this lamp is processed as 26 lights. (There are 8 in the model, even though only two are visible in this room) Each triangle of theround lamp surface is being created as a separate light. (This is not your problem, and we will try to fix it. Sometimes are we read the individual parts of a SketchUp surface we wind up thinking they are not connected and creating too many "lights")
I moved the 8 ceiling lights to a hidden layer, and placed two IRender nXt ceiling lights in the room. Then when I rendered it, I only have 15 "lights"
Then I set it to use 100% of the lights per pass. My pixel rendering is taking about 1 minute per pass
- So, a tip to speed up the rendering - if there are rooms in your model with lights which do not effect the current scene, place these rooms in layers which you can turn off. We have to process the lights even though the don't effect the scene because we can't be certain they do not effect the scene (some light could come from down a hall - or, heaven forbid, through a keyhole - so we have to waste time processing the other lights.
Here is the result after 3 passes and 3 minutes. I will post another image, with more passes, later.
Also, the Path Tracer (a rendering engine option different than Packet Mode) seems to process the recessed light better, but will also take a lot of passes to resolve.
Here is a Path Tracer result after 5 passes and 5 minutes - the lights are smoother - but it will take an hour or two for it to make a good image. (The path tracer processes light for eack pixel individually - from a random direction - so it take many passes before it starts to converge into a good image)
I have started a separate thread about how to use omni-directional rather then diffuse lighting for the ceiling lamp to cut down on the number of "lights" which are created by each ceiling lamp
Diffuse vs OmniDirectional lighting
Here is a rendering with the new ceiling lamps after 14 passes:
It will still need many more passes to resolve the cove lights, but it is running much faster with the new ceiling lights.
Roy adds some tips:
1. The cove lights will converge faster if you place multiple, shorter faces in the recessed ceiling.
(If you place 8 0.50 meter faces, rather than 1 4.00 meter face, than 8 lights will be used per pass rather than 1 - this will make the recessed lghts smooth out faster. nWith more lights each pass will take longer - but you will need fewer passes)
2. The Path Tracer might work better for this scene.
3.Make sure glossy materials are tagged as glossy.
"Glossy" causes a surface to have highlights from lighting, but to not reflect other things in it. It will help a scene render faster because it does not have to process direct reflection. See: Glossy Materials
(Teapot with Glossy reflection - light is highlighted, but other items are not reflected):
4. Make sure displacement maps are not being used unnecessarily.
You have "Auto Bump" on for the brick wall. This is not using "displacement maps" and is not slowing things down.
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