Announcement

Collapse
No announcement yet.

Test: Best settings for interior renderings in Revit with artificial lights only

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Test: Best settings for interior renderings in Revit with artificial lights only

    Still inspired by the great advice of Jeffrey McGrew in this thread, and determined to find the holy grail (or just the best settings for doing interior renderings with artificial lights only), I did a little Googling, and found that the rendering gurus have a history of using a "Cornell Box" to tweak their settings in various software packages. - So figured that it would be cool to have such a box in native Revit format, to test the various rendering settings.

    The box is scaled up by a factor 10, to make it closer to actual room sizes - But besides that, it should be pretty close to the original Cornell Box.

    I´m posting the project file, hoping that some of you might find it fun to tweak the settings and compare results here in this thread.
    To ensure the best possible comparison results, please just open the camera view named "4_Custom", and ONLY make changes to the Render Quality Settings (Don´t mess with resolution, lighting, etc.)

    Also, since our hardware is not the same, you´ll need to run renderings of the 3 other camera views too, and post the rendering times.

    In the following, I´ll be testing each setting one by one, to get a better understanding of the affect they have on render time and quality.

    See the Autodesk Wiki for more information on the Render Quality Settings.

    Hope you´ll find time to play with it too :beer:
    Attached Files
    Klaus Munkholm
    "Do. Or do not. There is no try."

    #2
    Image Precision (Antialiasing)

    Image Precision tweaked from 4 > 8
    Rendertime went from 0:30 > 2:40

    This is really the place to start tweaking... you´ll get a long way with just standard medium settings and turning up the Image Precision.
    Try any setting between 5 and 8 and see what suites you best. Any setting above 8 is not worth it IMHO.

    Wiki Explanation:
    Increase this value to smooth jagged edges in the rendered image. Enter a value between 1 (most jagged) and 10 (smoothest).
    Attached Files
    Klaus Munkholm
    "Do. Or do not. There is no try."

    Comment


      #3
      Maximum Number of Reflections

      Maximum Number of Reflections tweaked from 2 > 50
      Rendertime went from 0:30 > 1:41

      Notice that there are now more instances of the light source being reflected in the spheres... Not sure it´s worth setting this to anything above 2 for architectural renderings.

      Wiki Explanation:
      Increase this value when objects are missing from reflections in the rendered image. Enter a value between 0 (no reflections) and 100 (most reflections)
      Attached Files
      Klaus Munkholm
      "Do. Or do not. There is no try."

      Comment


        #4
        Maximum Number of Refractions

        Maximum Number of Refractions tweaked from 8 > 100
        Rendertime went from 0:30 > 0:30

        Tiny difference on the Glass Sphere. Render time was the same... No reason to change I guess.

        Wiki Explanation:
        Increase this value when you cannot see objects through multiple panes of glass. Enter a value between 0 (completely opaque) and 100 (completely transparent)
        Attached Files
        Klaus Munkholm
        "Do. Or do not. There is no try."

        Comment


          #5
          Blurred Reflection Precision

          Blurred Reflection Precision tweaked from 3 > 10
          Rendertime went from 0:30 > 1:43

          This is one of those that makes a difference! Worth testing some more, and could be powerful in combination with
          Image Precision (Antialiasing)

          Wiki Explanation:
          Increase this value when the edges or surfaces of objects in blurred reflections are speckled. Enter a value between 1 (speckled) and 11 (smoothest)
          Attached Files
          Klaus Munkholm
          "Do. Or do not. There is no try."

          Comment


            #6
            Blurred Refractions Precision

            Blurred Refractions Precision tweaked from 3 > 10
            Rendertime went from 0:30 > 0:31

            No major difference, and about no difference in render time.

            Wiki Explanation:
            Increase this value when the edges of objects seen through rough glass are speckled. Enter a value between 1 (speckled) and 11 (smoothest)
            Attached Files
            Klaus Munkholm
            "Do. Or do not. There is no try."

            Comment


              #7
              Soft Shadow Precision

              Soft Shadow Precision tweaked from 5 > 10
              Rendertime went from 0:30 > 1:43

              A time killer, but removes some of the splotches specially around the highlight reflections. Maybe a idea to tweak it up just a little, to 6 or 7 maybe.

              Wiki Explanation:
              Increase this value when the edges of soft shadows are speckled instead of smooth. Enter a value between 1 (speckled shadows) and 10 (smoothest shadows).
              Attached Files
              Klaus Munkholm
              "Do. Or do not. There is no try."

              Comment


                #8
                Indirect Illumination Precision

                Indirect Illumination Precision tweaked from 3 > 10
                Rendertime went from 0:30 > 8:51

                A huge time killer! Notice that 99% of the extra rendering time is spent on the first pass only.

                Don´t really see an improvement in the quality, but would guess that the scene illumination is more "accurate" (But who cares? as long as it looks good)

                Tweak this setting only if you have to.

                Wiki Explanation:
                Increase this value to achieve more detailed indirect illumination (the level of detail that is visible in indirect light) and shadows. Greater precision yields smaller subtle effects, usually in corners or below objects. Enter a value between 1 (less detail) and 10 (more detail)
                Attached Files
                Klaus Munkholm
                "Do. Or do not. There is no try."

                Comment


                  #9
                  Indirect Illumination Smoothness

                  Indirect Illumination Smoothness tweaked from 4 > 10
                  Rendertime went from 0:30 > 8:06

                  A huge time killer! Notice that 99% of the extra rendering time is spent on the first pass only.

                  Don´t really see an improvement in the quality - The result is brighter, but that could be post adjusted with "Adjust Exposure"

                  Tweak this setting only if you have to.

                  Wiki Explanation:
                  Increase this value when indirect illumination looks splotchy or scaly. Greater precision yields smaller subtle effects, usually in corners or below objects. Enter a value between 1 (most splotchy) and 10 (least splotchy).
                  Attached Files
                  Klaus Munkholm
                  "Do. Or do not. There is no try."

                  Comment


                    #10
                    Indirect Illumination Bounces

                    Indirect Illumination Bounces tweaked from 2 > 10
                    Rendertime went from 0:30 > 0:33

                    Not much affect on rendering time, but don´t really see any improvements either...?

                    Wiki Explanation:
                    Increase this value when areas of the scene that should be indirectly illuminated do not display as desired. This setting determines the number of times that indirect light bounces off objects in the scene. It controls the amount of realism in indirect lighting. With more bounces, light can penetrate further into a scene, resulting in more physically correct lighting and a brighter scene. Enter a value between 1 (less indirect illumination) and 100 (most indirect illumination). Typically, 3 bounces achieve sufficient results for indirect illumination. Further bounces can add more subtle effects, but they are often not significant.
                    Attached Files
                    Klaus Munkholm
                    "Do. Or do not. There is no try."

                    Comment

                    Related Topics

                    Collapse

                    Working...
                    X