IronKevin Posted September 17, 2008 Share Posted September 17, 2008 Heres a rundown of all the major items that impact rendering performance, very often you can scale back some of these items and gain rendering performance (finish rendering faster!) without sacrificing much quality. Image size- will increase time for the obvious reason that there are more pixels- remember that the number of pixels goes up by Width*Height- so it can go up very quickly Antialiasing (Super Sampling)- this can slow things down because it is rendering the same pixel multiple times with slight changes in the ray used- this is much like rendering a larger image, then shrinking it down to the desired size Ray depth & Caustic Depth- this makes rays bounce around more, increasing render times- but only if the scene conditions are right Global Illumination- this is a generally more expensive way to calculate lighting than traditional direct lighting- but if you do want to include GI, keep quality as low as possible, always use the irradiance cache, and keep the cache precision as high as possible (more pixels per sample). Avoid Full-GI unless radiosity and caustics are desired. Shaders are slower than simple colors and values. The noise shaders are generally the slowest. Image shaders can also be slow. Reflection and refraction make the scene much more expensive to render. Reflection blur requires multiple reflection rays to be fired-- further slowing down reflection calculations. Emission is similar to placing small area lights across the materials surface. The number of samples determines how many of these lights are used. This complicated lighting will slow things down greatly based on the number of samples. Zero samples will just change the material appearance and not create any area lights. Area lights require multiple samples per light-- much like adding multiple lights distributed across the rectangle. The degree of slowdown is related to the sample count. Soft ray traced shadow require multiple samples per light slowing down rendering much like adding multiple lights slightly perturbed. The degree of slowdown is related to the sample count. Spotlight volume lighting is expensive and can be slow with a high resolution (Thanks Bryan) Quote Link to comment Share on other sites More sharing options...
SSIMMONS Posted May 21, 2019 Share Posted May 21, 2019 Here?s a rundown of all the major items that impact rendering performance, very often you can scale back some of these items and gain rendering performance (finish rendering faster!) without sacrificing much quality. Image size- will increase time for the obvious reason that there are more pixels- remember that the number of pixels goes up by Width*Height- so it can go up very quickly Antialiasing (Super Sampling)- this can slow things down because it is rendering the same pixel multiple times with slight changes in the ray used- this is much like rendering a larger image, then shrinking it down to the desired size Ray depth & Caustic Depth- this makes rays bounce around more, increasing render times- but only if the scene conditions are right Global Illumination- this is a generally more expensive way to calculate lighting than traditional direct lighting- but if you do want to include GI, keep quality as low as possible, always use the irradiance cache, and keep the cache precision as high as possible (more pixels per sample). Avoid Full-GI unless radiosity and caustics are desired. Shaders are slower than simple colors and values. The noise shaders are generally the slowest. Image shaders can also be slow. Reflection and refraction make the scene much more expensive to render. Reflection blur requires multiple reflection rays to be fired-- further slowing down reflection calculations. Emission is similar to placing small area lights across the materials surface. The number of samples determines how many of these lights are used. This complicated lighting will slow things down greatly based on the number of samples. Zero samples will just change the material appearance and not create any area lights. Area lights require multiple samples per light-- much like adding multiple lights distributed across the rectangle. The degree of slowdown is related to the sample count. Soft ray traced shadow require multiple samples per light slowing down rendering much like adding multiple lights slightly perturbed. The degree of slowdown is related to the sample count. Spotlight volume lighting is expensive and can be slow with a high resolution (Thanks Bryan) 22228[/snapback] Is there a way to increase the render quality of 2D sketch (reference) geometry within an IC scene? I have attached a snip of what i am referring to, Thanks. Quote Link to comment Share on other sites More sharing options...
IronKevin Posted May 21, 2019 Author Share Posted May 21, 2019 No, but this has been reported and filed for future improvement, incident # 111997. Quote Link to comment Share on other sites More sharing options...
Cary OConnor Posted May 21, 2019 Share Posted May 21, 2019 Can you attach your scene file for testing as well? Quote Link to comment Share on other sites More sharing options...
SSIMMONS Posted June 7, 2019 Share Posted June 7, 2019 I have attached a scene of different sized circles in a sketch for testing, Thanks. 2D Profile1.ics Quote Link to comment Share on other sites More sharing options...
Cary OConnor Posted June 7, 2019 Share Posted June 7, 2019 This is what I see in 2019 PU1 SP1 under Direct X with the file you supplied. Is that the same as what you see? Let me know if you are on an older version or different rendering. Quote Link to comment Share on other sites More sharing options...
jolizon590016 Posted June 8, 2019 Share Posted June 8, 2019 (edited) Mine is in magenta like his. Had to set it to Top View to look like Cary's view. Edited June 8, 2019 by jolizon590016 Quote Link to comment Share on other sites More sharing options...
SSIMMONS Posted June 10, 2019 Share Posted June 10, 2019 Yes, this is the correct scene. The color is just a user preference where i edited the color of 2D sketches to be more to my liking (jolizon having the same color is just a huge coincidence). I am on the most up-to-date version of ironCAD. I just made a random scene with circles in it because a curved surface is where rendering quality of 2D sketches would be most helpful. When large diameter circles are formed as reference, the snap points fall in space where the curve is actually and not where it is shown which can cause some difficulty at times. Quote Link to comment Share on other sites More sharing options...
Cary OConnor Posted June 10, 2019 Share Posted June 10, 2019 The snap point is a known issue that we are working on. Part of it is display performance of true curves versus facet represented (which are faster). The image you sent however showed the curve in a much more facetted state. Do you have that file? The images we posted don't show that happening and I wanted to make sure we are seeing the same issue. Let us know. Quote Link to comment Share on other sites More sharing options...
SSIMMONS Posted June 10, 2019 Share Posted June 10, 2019 (edited) Unfortunately the source sketch was only for reference and has since been deleted because the machine was finalized that it came from. It does seem a bit extreme in comparison to the other sketches i have imported. Next time i bring one in and this happens i will be sure to save and post here, Thanks. P.S. - I was mostly wondering if there was a utility (such as the smoothing one in ICMECH) that would allow for the adjustment of resolution on sketches in 3D space. Edited June 10, 2019 by SSIMMONS Quote Link to comment Share on other sites More sharing options...
Cary OConnor Posted June 10, 2019 Share Posted June 10, 2019 There is not an option at the moment. We are looking into a better smoothing display for the sketch. As a side note, was the import you posted originally imported into a default sketch or into the Import as Reference Sketch. I think there may be a difference in the display quality between them. Cary Quote Link to comment Share on other sites More sharing options...
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