Renderer Redshift

General

Passes

CANON RESPONSE FOR HDRI and PORTALS?

General

Preparing first few levels of ray tracing hierarchy takes so long

Hair

Compositing:

Allow Overexpesure to 1 in Redshift Invert ACES SDR Video to have a more faithful color

Managing Color - Part 2 (of 5) Nice After Effects ACES Set Up Unchecking Color View Space if you want to color grade it more.

color correct befre OCIO always activate SIM Card lock sa phone

Managing Color - Part 3 (of 5) Lighting Groups Lumetri Scope to compute the depth range

Nodes

Render Settings

Global Illumination

Sampling

Camera

Volume

Cache

Deprecated Infos

Lighting

Transmissive Materials

Subsurface

UDIM

Proxy

Portals

Misc

Motion Blur

False Colour

Value Colour Scene Referred Value
Low Clip Black Scene Referred Linear value below 0.0001762728758.
-10 EV Purple Scene Referred Linear value 0.0001762728758.
-7 EV Blue Scene Referred Linear value 0.001404109349.
-4 EV Cyan Scene Linear value 0.01124714399.
-2 EV Green Scene Referred Linear value 0.04456791864.
0 EV Grey Scene Referred Linear value 0.18009142.
+2 EV Green Scene Referred Linear value 0.7196344767.
+4 EV Yellow Scene Referred Linear value 2.883658483.
+5.5 EV Red Scene Referred Linear value 8.150007644.
High Clip White Scene Referred Linear value above 16.29174024.

Diagnostics

Interiors

My suggestion for interior: BF+IPC BF rays 1024 or 2048 IPC SPP 16 or 32, retrace 2 or 4. Screen radius 4 will make it go noticeably faster, but can fail if you have thin geometry in my experience. IPC settings are mostly only needed to be changed if there is object + camera animation, and maybe light animation as well, though.

By the way, I would bet that most of the rendering time is because of the semi-transparent curtains. These tend to kick our ass when it comes to irradiance caching and this is something we’ve been meaning to look at for some time. When things clear up a bit, we’ll revisit this. In the meantime, if you have ‘thickness’ in these curtains, I would suggest you make them single sided ‘sheets’ of geometry.

I would usually have the small overhead lights as incandescent materials with GI set to off, or actual lights set to only affect the fixture they’re in. Then use large area lights to produce the actual light.

Env is the rsSky so they pick up the sky env to cast light inside. If you have glass in your windows turn off their shadow casting there’s no need for that.

Please remember that in the real-world all lights have a size while in CG they can be abstract and have no size (sun, point, spot). So always use a light with a size. The intensity of the BRDF is controlled by the reflections section of your material. Please have a quick read on how the rsMaterial behaves and its controls. here:

Just wanted to remind you that a mesh light needs GI to be turned on to clean up the noise so if there’s no GI in the scene you can increase the samples to whatever value it won’t clean it up properly. A mesh light “samples” noise on both direct and indirect rays that’s why it needs GI to be on. So those 36 seconds if GI off, might turn into 10 if GI is on, but if GI was on then maybe the scene requires that many samples. Hope it helps.

You might be better off with just setting these detailed objects to force brute force in their object properties, and let the large surfaces likes walls and floors stay IC

There are also ways of making IPC faster, at the loss of some detail. Lowering its radius to 4 will speed things up.

I suggest you force BF on those cornices since for small details IC might be even slower than BF.

Also I would rather have 8-64 unified samples, but raise the error threshold to maybe 0.02 if it still looks ok. Would also turn on “randomize pattern on each frame” so that the noise won’t be stuck to your screen.

Lowering “max subsample intensity” and “max secondary ray intensity” to 1.2 can also save a little bit, but this will remove some of the range in the image, and make it feel a bit flatter.

If the performance is low because the scene has many lights, I’d start by increasing the direct lighting cutoff.

PORTALS MANY or JUST ONE LARGE

The other suggestions offered here by other people are good. If you tried mesh lights and got noise, you should raise the mesh light’s num samples.

Yes, it’s likely that the BF rays need to be raised, defaults of 16 I think, are just for test renders and useless for final quality.

Please note that IC is not very efficient when dealing with a lot of tiny objects that is why BF is a way better solution for these scenarios. Noise wise, turn off GI and if it’s clean then simply increase the GI samples until you’re satisfied.

Are you using an RS dome light (hdr) in your image? Try setting the correct color profile first on that image (and not use auto) try setting it to ‘Scene-linear Rec.709-sRGB’ and see if that helps with getting less saturated accurate colors.

Linear Rec 709 sRGB, sRGB, Tone Un-Mapped

No, that is correct, the portal lights don’t have Image based Multi Importance Sampling so they need a lot of samples to cleanup compared to a dome light which has MIS. The same happens with a textured Area Light compared to a non textured Area Light. Thus the difference in render times, diffuse environments are fast, contrasty environments are slow.

I see… you will not use portals in general when in comes to HDRI-Lighting. Am I right? You will use it in conjunction with Redshift Sky and RS Sun. Right?

Is the env using a high contrast HDRI or a low contrast one? If it’s high contrast a dome light without portal is more efficient, if it’s low contrast then the portals should do a better job

Portal lights have no MIS (Multi Importance Sampling) support so it’s harder for them to clean up noise than a regular dome light which has MIS support. Portals are effective when the env associated with them is fairly low contrast and diffuse.

To be efficient a portal light requires a diffuse env not a sharp env as it cannot do Multi Importance Sampling. When the env texture is sharp you’re better off with a dome light instead because it cannot do the MIS on the texture directly as it does it for dome lights. You will notice this on textured lights or portals (which are in essence textured lights)

If you want to keep that specific texture either switch to a dome light or use a high number of samples for the lights or use auto sampling

Is it pointing the right way? Also, be sure to place it outside the window, not in it.