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"Drones" how it made

Hi guys. After my last project "Drones" i have got a lot of messages with questions about fog and volume light.
So i decided to describe the process and share some optimisation trick.

For this work i used : 3dsmax + Fstorm render v1.1.10u + Growfx.

Render was done with GTX MSI 1080 8Gb. Final time for rendering was about 80-90 min for picture with 3500px.

As you can see in the picture scene has about 4.1 mil of polygons and during rendering Fstorm used about 5Gb of video memory (this scene has no optimization). I did sss material for the fog and applied to the sphere. Inside this sphere I moved my scene. So all my scene situated inside the sphere, but camera was out of the sphere (this is important condition). Settings of the sss material you can find below:

As you can see in the picture scene has about 4.1 mil of polygons and during rendering Fstorm used about
5Gb of video memory (this scene has no optimization).

I did sss material for the fog and applied to the sphere. Inside this sphere I moved my scene.
So all my scene situated inside the sphere, but camera was out of the sphere (this is important condition).

Settings of the sss material you can find below:

fog.jpg

For light in my scene i used sphericle Fstorm Lights (for the drones) + emission in Fstorm
material for the street lights and for headlamps of the cars.

For scene rendering optimization i changed this settings:
- Light Samples =24;
- Gi Clamp =0.25;

With one and the same rendering time (with and without optimization)
and the same samples = 750 you can see big difference in the noise.

optimization.jpg

So this is almost all setting for this night scene - other settings are default.

Some words about Fstorm render:
I'm love this GPU render engine. I have already started use him about 1 year ago.
Official site is https://fstormrender.ru/
During this year developers (by the way this guys from Russia) did a big leap in a work:
- big speed up of the render engine;
- were implemented : dispersion, shadow catcher, render elements, procedural scrathes and many other features.
- was impoved displacement (best displacement i have ever seen);

I hope it can be usefull for somebody, cheers!

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