Tearing down the scene to investigate render time problems.
Trace time on this pass was something over 14h, stats are attached below.
I would have expected it to render faster with just one thread per core,
but that doesn't seem to be the case. This render used 48 threads.
I'm using Radiosity_IndoorHQ from rad_def.inc with one small(ish)
alteration. Since there aren't any light sources, I bumped the count up
to 160k and set a default importance of .001 with the emitting objects
having an importance of 1.
one problem area seems to be the tiles. I only have one patch of tiles
in this render (the smallest one).
I said in the other thread that the tiles are modeled as a single prism,
but I was wrong (obviously, since there are two different colors)
they're actually a merge of prisms, each one is individually textured.
I'd consider breaking them into two sets and texturing each set as a
whole, except that it might look odd if the texture for each tile
weren't different.
Regards,
A.D.B.
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Download 'csgtest01.png' (192 KB)
Download 'stats.txt' (9 KB)
Preview of image 'csgtest01.png'
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