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Hash, Inc. - Animation:Master

Elm

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Posts posted by Elm

  1. ....

     

    This one has a box of splines crawling along the walls of the room. This is better but I need to find a way to make the light not shine on the wall it is closest to at any point. That is what's making the bright spots.

     

    I don't get it. Box of splines crawling along the walls of the room?! :blink:

  2. @Robcat:

     

    Looks good! But you know my point(s)... - Do you have any Idea about faking color bleeding/radiance? Maybe with everything fully reflecting very blurry?

     

     

    @Yves:

     

    After I checked the cornell box tut on your hp again, I think I really have to set up the scene back from the start. Especially the portion about "visually" controlling the settings (1 pass rendering, etc) as well as taking the Scene's scale into account may improve the rendering a lot.

    I'll give it a try, but right now I'm busy on something different <_ src="https://www.hash.com/forums/uploads/emoticons/minecraft_happy.png" alt="^_^"> ...unfortunately..

     

    Thanks a lot so far!!!

  3. That's "Octane", right? I think we've mentioned that here before.

     

    As far as I can tell, it doesn't support "decals". Am i wrong about that?

     

     

    I have once rendered a similar turntable with octane of another vehicle, and it had baked decals.

  4. You should be able to get rid of some flicker by increasing "Sample Area" and "Photon Samples" instead of increasinf "Photons Cast". You will get more diffuse indirect lighting but with a scene composed of mostry diffuse surfaces like this one, this should not be a problem. Increasing "Photons Cast" can significantly increase the render time. But incrasing the area and samples only increases the irradiance precalculation time.

     

    Hi Yves! How cool you're still around!!

     

    I'm not really sure (not in the office right now to check, maybe tomorrow..), but I pretty much cranked up every value.. I will post the values I used when I'm back in the office.

    And - yeah - what about that baking thing?

     

    All the best,

    Elm.

     

    EDIT:

    IIRC, my values are:

     

    Photons cast: 1.000.000

    Sample Area: 4.000

    Photon Samples: 2.000

    Intensity: 90% (?)

    Max Bounces: 15

    Caustics: Off

    Final Gathering: On

    Samples: 50

    Jittering 50 %

    Precompute Irradiance: On

  5. Just in case you wonder about why the image looks "painted" here and there - I ran the whole sequence through A:Ms "denoise" post effect to get rid of the final-gathering jitter grain.

  6. Hi!

     

    Attached the Test Renderings.

     

    Notice how small the difference between 1Mio and 2Mio Photons is.. ..and the large gap between just 100.000.

    Of course, the compression of the attached .mov does the rest, but there's also still some flickering in the uncompressed 2Mio-HD-Frames (1980+1080).

     

    I think it's most clever to render at 1Mio, because 2Mio takes double as long to render (7h+ per frame).

     

    Greetz,

    Elm.

     

    P.S.: Thanks to Xtaz for the radiosity scene this project is based on!

    Radiosity_Vergleich_A.mov

    Radiosity_1_Mio.jpg

  7. I'll be eager to see what you come up with. :)

     

     

    Ahhh, don't expext a big bang.. Just a little indoor set with a ball slightly moving.. BUT: WITH REFLECTIONS A N D RAYTRACED SHADOWS!!! NOW WHAT ABOUT THAT?!? :D:lol:

     

    Talking bout the Amiga days, aren't you? ;)

  8. Yeah, I made a feature request already (hope I did it right :rolleyes: ...) on A:M reports

     

    I understand the advantages of the fake AO procedure, really quick and all that.. In use, it would definitely be a seperate pass in my compositing workflow, as it would have to get color-tweaked anyway to fit the scene's lighting situation right, so..

     

    Okay, radiosity update: I rendered a test sequence with quite good settings ( 1 Mio. photons cast) 1920 x 1080 pixels, moving object inside.. It rendered apxx 4 hours per frame (i rendered on 40 cores), and the flickering was moderate (still a bit). I rerender at the moment with 2 mio photons casted. Let's wait and see...

     

    I'll keep you updated with attached rendering comparisons.

     

    Greetz,

    Elm.

  9. Well it doesn't seem to work properly with the test scene I set up. All in all it's okay, but it seems to have problems with transparencies for a start...

    And - I want to move away (at least a bit) from having loads of passes / compositing work.. I'm after a nice beauty pass for which I'd have some masks to tweak and that'll be all..

    that radiosity thing still got me hooked - works well and fast enuogh for scenes without moving elements. Still thinking about how to integrate moving elements... If one could only bake the lighting situation! :unsure::blink:

  10. Stunning, as always...

     

    I'll try that out now.

    Just in case I fail, is there a good workflow tutorial, I already did a forum search...

     

    THANKS?

     

    Cool, but... well...

  11. you can get the look of radiosity with a few tricks.

    This post here shows a 5 second walk took about 3 hours to render.

    i have a few lighting setups in the contributors cue that will give this effect and keep the render times to a reasonable amount.

    you can also setup a skylight system to get a radiosity effect.

    the fastest render i got with radiosity is about 10 mins for 1 frame at 640x480 res

     

     

    Thanks, but that's not quite what I'm looking for - your example rather has an AO / sky / domelight look, instead of an Indoor look, which I'm after.

     

    Greetz,

    Elm.

  12. ...

    Write it up and make a case for it.

    ...

     

     

    Would love to, but I remember trying to request a feature somewhen in the past and wasn't "authorized" for some reason ?!

    Could someone point me to the feature request thread please?

     

    @robcat:

     

    Yeah, mapping the scene from multiple angles would be a solution, but it's quite a hassle, isn't it (the more complex the scene), and I wanted to avoid JUST that ;)...

  13. Hi!

     

    Is there any way to sort of "bake" the radiosity to a 3D set (for all Non-moving objects, of course)?

     

    Thanks in advance for any help!

     

    Elm.

  14. Hi all!

     

    I always was wondering if objects can be set to cast reflections ONLY (and not be visible to the camera in renderings).

    Is that possible somehow?

     

    I'm talking about a sphere around the scene that I want to just cause reflections but keep the renderings alpha channel "clean"...

     

     

    Greetz,

    Elm.

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