Try MR with this advanced MIA Material.

Haven't tried yet, but it says it speeds things up and the behavior is
better.

http://felixgeremus.com/?p=108



2013/2/15 Arvid Björn <arvidbj...@gmail.com>

> Mostly to avoid cores idling, with large tile sizes you could really be
> wasting time, especially for something that only occupies a small part of
> the image, or a really detailed patch that's left to last running on a
> single core after everything else is finished. But it's part of my
> optimization routine, so occasionally I increase the size. Never heard of
> the extra sampling issue, can't imagine it would over-shadow the 1:8 ratio
> of cores rendering simultaneously though, unless it's a scene with
> extremely even detail level.
>
>
>
> On Fri, Feb 15, 2013 at 1:33 PM, Ed Manning <etmth...@gmail.com> wrote:
>
>> On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn <arvidbj...@gmail.com>wrote:
>>
>>> Sure, use unified sampling, min 1, max 100, quality 2 (in this case),
>>> enable FG (default settings in this case), 16px tilesize, spiral pattern.
>>> Use Architectural material on everything, set all samples everywhere to
>>> 1. Enable AO in Architectural, set AO shadow color to black.
>>>
>>>
>> Hi Arvid --
>>
>> Why tile size 16?  I ask because I often use this setting (all the time
>> for previews, often for renders) in order to minimize the amount of idle
>> proc time while the last couple buckets finish, but have been told lately
>> that it's actually a time-waster since the renderer has to resample all the
>> bucket edges.  I'm not sure which helps/hurts more, although I guess maybe
>> there'd be a way to figure out a rule of thumb based on bucket time vs.
>> number of cores...
>>
>
>


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