1024 samples is way too high. I guess you had to put high to get rid of highlight artifacts comming from the hdr image.
You should clamp your hdr image by converting to a LDR format and blur it
So you can reduce the number of sample to 128.
Is your character animated ?
I mean you can still bake the bent normal and use the mib_bent_env shader and plug it in the ambient slot.
You can create UV with the unique UV option.
----------------------------------------
> From: BauerOink(at)gmx.de
> To: XSI(at)Softimage.COM
> Subject: Re: manipulating FG maps, limiting CPU´s used on the master?
> Date: Tue, 18 Apr 2006 18:48:50 +0200
>
> Hey Harry,
>
> following your tips I tested out both the XSI_AmbientOcclusion
> and the mib_amb_occlusion together with "sample environment"
>
> I hate to say it but I get a 1000% increase in rendertime plus
> stray pixels rendering compelety black. sniff...9minutes30seconds...
>
> http://www.hafenlola.com/downloads/Ley_AO.jpg
>
> My (optimized, still fancying flickering) SSS pass takes 57 seconds,
>
> http://www.hafenlola.com/downloads/Ley_Sculptey.jpg
>
> while a simple phong takes 30 seconds,...
>
> http://www.hafenlola.com/downloads/Ley_Phong.jpg
>
> and the AO pass (for whichever of the two AO nodes I take) requires
> 1024 samples, max distance 10 to get this result in a those 9:30 minutes
> ...it´s a shame, could look good...at least I also found how you guys
> create the (fast, indeed) occluded reflections...well, no spread...
>
> http://www.hafenlola.com/downloads/Ley_Shines.jpg
>
> Cheers
>
> tim
>
> P.S: I got asked if I´d be some sort of rightwing since I´d model
> such nice "skin" models, also weapons and such, rest assured,
> I don´t care the faintest bit about any politics just as long as
> everybody behaves correctly...capishe? (no, I´m not jewish either).
>
> http://www.hafenlola.com/downloads/Ley_No.jpg
>
>
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