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| The Unchallenge A forum for "unchallenges" where users can post models or an idea so that the group can work together to solve the problem, develop new techniques and share thoughts about a particular topic. Kind of like a challenge but without a deadline. |
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#21 (permalink) |
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Senior Member
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and another try..optimized.FInally got a clean result using very few samples..still there are artefacts but can be eliminated by increasing the fg samples a bit.
same light set up as before gi photons = 500 radius 2.2m samples = 100 radius 2.2 m max trace depth = 10,10,sum = 10 fg = 500 max = 1.0 min = .1m max trace depth = 15,15, sum = 15 global light settings same as before except decay = 1.4 second image was rendered using the same settings except the fg samples was raised to 700 and decay to 1.6. render time with all computations took 18mins:46 seconds on a 3.0ghz P4 with HT laptop with 512 ram Last edited by voltaire_ira; July 12th, 2004 at 03:55 AM. |
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#22 (permalink) |
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Senior Member
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another optimized render.lowered the settings the number of samples and compensated with little adjusments in fg.
settings: gi 500 at 2.75m radius samples 100 at 2.75 samples max trace depth 10,10,10 fg 300 max = 10 min = .1 max trace depth 20,20,20 global light settings energy = 1600000 decay = 1.6 photons 1,000,000 render time 9mins:58secs Last edited by voltaire_ira; July 12th, 2004 at 06:55 AM. |
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#23 (permalink) |
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Senior Member
Join Date: Mar 2004
Location: gent belgium
Age: 33
Posts: 158
Name: Philip De keersmaecker |
here's my go at it
rendertimes : 9 mins 16 sec for the first, 36 m 26 s for 2nd image (only diff is the final gather : 100 and 3000 for scnd) this is just to get rid of the splotches in the deep cieling areas rest is completly similar 10000 gi photons 75cm radius energy 50000 decay 1.9 fgather 100 in first - 3000 in scnd (no min or max) no log exp control glass in windows is hidden did some finetuning on the materials (nothing big) used 2 mr area omnis infront of each window and 1 mr area spot for sun edit : added gray versions same deal : fg 100 and 3000 rndr times 6m49 and 27m03 Last edited by joske; July 12th, 2004 at 09:00 AM. |
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#25 (permalink) |
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Senior Member
Join Date: Mar 2004
Location: gent belgium
Age: 33
Posts: 158
Name: Philip De keersmaecker |
max file in attachment
try to make your own setup first pls and post that one on this thread and then mabey have a look at mine to get out some settings or change your own setup there's no point in doing exactly the same scene over and over again... cheers phil |
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#26 (permalink) |
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Senior Member
Join Date: Dec 2003
Location: SC, USA
Age: 38
Posts: 206
Name: Jeff Patton |
Hopefully "alternative" lighting solutions will be accepted for this latest test. Here's my setup:
1 Mental Ray spotlight for the sun. Energy = 90000 Decay = 1.5 GI = 500 photons with a radius of 50.0 No Final Gather. I then used the materials that were pre-applied and simply added a photon shader and set the photon shader to transparant. I did this to allow all the photons to enter the room for my ambient light pass. In hindsight, I should've used more decay so the room would be brighter where the sun enters the room. As it stands now, it's too evenly lit....but it's late and already rendered so I'll continue. Once I rendered the ambient light pass (1 minute 28 seconds), I used the material override to globally use the dirtmap shader for the shadow pass, which rendered in 2 minutes and 10 seconds. So, with a total render time of 3 minutes and 38 seconds here's the images. A little photoshop tweaking on the contrast would probably help the final composite. Jeff Last edited by pixelperfectg; July 13th, 2004 at 01:42 AM. |
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#27 (permalink) |
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Senior Member
Join Date: Jun 2004
Location: dubai
Posts: 425
Name: patrick deno desamparado |
<i'd rather call it a very innovative lighting solution. very good to have somebody "unhaul the box"
<most useful for evening shots u think? i feel the source of light to be from the center of the volume(maybe because of the ambient source). not for scenes with light coming from window. hope to see soon ur render with decay. <pardon for asking...from where did u do "final compositing"?
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kicks IF YOU DIM YOUR LIGHT SO THAT OTHERS MAY SHINE, THE WHOLE WORLD GETS DARKER. Last edited by kicks; July 13th, 2004 at 01:49 AM. |
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#28 (permalink) |
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Senior Member
Join Date: Dec 2003
Location: SC, USA
Age: 38
Posts: 206
Name: Jeff Patton |
In photoshop, I started with the ambient light pass as the background then added the dirtmap pass in a new layer and set the new layer's mode to multiply.
Yeah, I think it would work better for night renders, but I will give it another try tomorrow...I have an idea but I need to sleep on it first.. Jeff |
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#29 (permalink) |
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Senior Member
Join Date: Jun 2004
Location: dubai
Posts: 425
Name: patrick deno desamparado |
<here's my shot @ it.
<GI:1000 photon accuracy radius 0.8 <FG:fg 3000, radi 2,0.2 <global: photon count 300k,energy 100k,decay1.6 <with log exp control 1 mr direct, 1 skylight, mult.2 render time @ 00:17:57 on p4 2.4g 512 ram
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kicks IF YOU DIM YOUR LIGHT SO THAT OTHERS MAY SHINE, THE WHOLE WORLD GETS DARKER. |
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#30 (permalink) |
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Senior Member
Join Date: Mar 2004
Location: gent belgium
Age: 33
Posts: 158
Name: Philip De keersmaecker |
hey jeff,
you can do similar stuff with my endresult (i mean the dirt mix in photopaint-photoshop) you do not need to use the ambient 'washed out' ground layer you made (if you do not mind the speed diff. that is) that way you will have more 'dirt' in the corners of the walls and all, but still have a lightning feel coming from outside... i'll give it a try if i have some time later on... great thinking about the transparent photon shader !!! this might be the solution to make reflective glass in windows but that still lets the photons go inside mabey the use of caustic photons might not be needed anymore for glass tables inside the room to get transparent shadows with this 'transparent photon shader'...??? i'll give it a try later on as well. Last edited by joske; July 13th, 2004 at 04:33 AM. |
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