WinOsi Caustic Test Scene

Get feedback from others on your works in progress
User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Wed Feb 07, 2007 10:19 am

If that's what I think this is due to a small value of <large_mutation_prob>, wich cause, as far as I understand, bigger zones to be evaluated with a loss in local color accuracy. That is, big colored zones. When it converges, the zones merge together and form a smooth image.

When you set <large_mutation_prob> higher (but always below 1), it tends to the level of a pixel, not an area of the screen. That is, noise frequency is higher.

That's what I found, what do you think about that ?

User avatar
manitwo
Posts: 1029
Joined: Wed Jul 05, 2006 4:50 am
Location: Tirol - Austria

Post by manitwo » Wed Feb 07, 2007 10:21 am

Kram1032 wrote:You expected this kinda artistic result? Why? Is v0.7 THAT different? Can you "fix" it?
Hi Kram

Thats not really something that had to be fixed - that's because of the way PathTracing works.
In Indigo 0.7 "MLT" and "BiDir" are temporarily disabled. In 0.6 not.
I rendered the 0.6 in the "MLT + BiDir"-mode and the 0.7 in "PathTracing"-mode.
Pathtracing is very good for exteriors and direct lighting but not for indirect light and caustics
(because the emitter is behind a glass-lens EVERTHING is lit by direct and indirect caustics).
But i'm not the one who should explain that - IanT described that much better.
If i find his explanation i'll post a link.

EDIT: http://www2.indigorenderer.com/joomla/f ... .php?t=572

IanC
Posts: 147
Joined: Thu Aug 24, 2006 4:46 am

Post by IanC » Wed Feb 07, 2007 1:04 pm

MLT isn't disabled, just BiDir MLT.

I'm not sure if pathtracing is still in indigo, I haven't used it since back in the 0.4 days.

User avatar
manitwo
Posts: 1029
Joined: Wed Jul 05, 2006 4:50 am
Location: Tirol - Austria

Post by manitwo » Wed Feb 07, 2007 1:16 pm

IanC wrote:MLT isn't disabled, just BiDir MLT.
oops youre right :oops: anyway, this scene is nearly impossible without BiDir.
IanC wrote:I'm not sure if pathtracing is still in indigo,
It is!
IanC wrote:I haven't used it since back in the 0.4 days.
You should. As i said - works wonderfull for exterior and for scene with much direct light. Also some things changed since 0.4 - PT is progressive now :wink:

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Wed Feb 07, 2007 7:53 pm

Any reason why BiDir is disabled?

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Post by fused » Wed Feb 07, 2007 10:36 pm

nick told us not to use BiDir becuase its buggy...

interesting comparison by the way... im really curious why the indigo render looks so different

User avatar
manitwo
Posts: 1029
Joined: Wed Jul 05, 2006 4:50 am
Location: Tirol - Austria

Post by manitwo » Wed Feb 07, 2007 11:11 pm

i dont think it looks too different.
Beside that lines (i posted that in the bug-forum) and the reflective parts
(which aren't show the caustics) the indigo image looks really good.
Especially for that time!
To be sure - you should see two images :D

Redqueen:

Image


Indigo: (3h50min)

Image

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Wed Feb 07, 2007 11:41 pm

redqueen seems to be very fast...
Two questions: what are your settings for rendering in 0.6?
(large_mutation_prob; max_change; max_num_consec_rejections; russian_roulette_live_prob and max_depth)

And: did you change the two smooth spheres to be <sphere>s instead of <mesh>es?

I'm not sure, if you got the answer: The "secret Door" can be seen in the sence with Radium (PT): rendered in 3d by "tg_jp", you posted in the very first post. It's the second image.
And now, as I look at it again, I can see another change:
Behind the door, there should be a cylinder on the wall, but here, it's edgy...

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Post by fused » Thu Feb 08, 2007 12:12 am

the redqueen image could use some AA..

and is there a reason why the lightsources look so different? the indigo image has a cross.

i also noticed that the sphrere doesnt really reflect the caustics and the caustics in the indigo image look much more "datailed".

think these two are really different

User avatar
Zom-B
1st Place 100
Posts: 4701
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Post by Zom-B » Thu Feb 08, 2007 12:18 am

Here my result after 36h and 11k muts per pixel:

Image

I'll try now a 0.7t3 version using specular for reflections, not phong...
strange about your rendering manitwo is the "black cross" inside the lenses :?
the main difference about Indigo & the rest of the world is this shadow, the stand throws on the left & right wall...
Last edited by Zom-B on Thu Feb 08, 2007 12:21 am, edited 1 time in total.
polygonmanufaktur.de

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Thu Feb 08, 2007 12:19 am

Another difference seems to be that the mirror material in the Indigo image is not a perfect mirror.

User avatar
manitwo
Posts: 1029
Joined: Wed Jul 05, 2006 4:50 am
Location: Tirol - Austria

Post by manitwo » Thu Feb 08, 2007 1:20 am

Kram1032 wrote:Two questions: what are your settings for rendering in 0.6?
(large_mutation_prob; max_change; max_num_consec_rejections; russian_roulette_live_prob and max_depth)
"metropolis" - "true"
"large_mutation_prob" - "0.4"
"max_change" - "0.02"
"max_num_consec_rejections" "100"
"russian_roulette_live_prob" "0.99"
"max_depth" "200"
"bidirectional" "true"
Kram1032 wrote:And: did you change the two smooth spheres to be <sphere>s instead of <mesh>es?
Till now not - but a good idea - i will :wink:
ZomB wrote:Here my result after 36h and 11k muts per pixel:
Image
why are our renderings different? is your lens normal-smoothed?
ZomB wrote:strange about your rendering manitwo is the "black cross" inside the lenses :?
i rendered my pic bigger and resized it after the rendering - perhaps thats why :?
ZomB wrote:the main difference about Indigo & the rest of the world is this shadow, the stand throws on the left & right wall...
right - i believe that shadow is produced because of the bug i posted.
CTZn wrote:Another difference seems to be that the mirror material in the Indigo image is not a perfect mirror.
this might not be a mat-problem, i think they are so dark cause they aren't reflect indirect caustics.

User avatar
Zom-B
1st Place 100
Posts: 4701
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Post by Zom-B » Thu Feb 08, 2007 1:47 am

manitwo wrote: why are our renderings different? is your lens normal-smoothed?
yes, my lens got the XML Tag for smoothing, but I recognized that it hasn't any Phong Tag in the 3DS
(perhaps Indigo even ignores this?!?).
I also recognized that I normal smothed the meshes for the light emitters, perhaps an issue...

I'm rendering now a 0.7t3 Scene now, looks better than the one in your first post :wink:

My Image is so unsharp, because my focus is set to 100 and not about 0.3,
this results in a small DOF for the whole Scene, changed to white_balance E now to to get this redish tint away
polygonmanufaktur.de

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Thu Feb 08, 2007 2:06 am

The funny thing about recognizing you is, that YOU gave me the hint^^
ZomB wrote:
I'm sure small boys would love to play with your balls
:twisted::lol:

@tato: you could use sphere primitives instead of lowpoly sphere meshes.
example (gives you a perfect sphere):
Code:
<sphere>
<center>1 0 0.3</center>
<radius>0.3</radius>
<material_name>mat</material_name>
</sphere>

_________________
cheers,
manitwo
Later, Tato answered:
what i found is that the perfect spheres speeded up the rendering nearly 2 times. from 30k to 55-60k. hm, and gives me different refraction :roll:
So, I thought, it would be faster this way^^
Last edited by Kram1032 on Thu Feb 08, 2007 10:01 am, edited 3 times in total.

IanT
Posts: 153
Joined: Fri Aug 25, 2006 3:13 am

Post by IanT » Thu Feb 08, 2007 2:29 am

Excellent results manitwo ... although I think you might have to wait a few more days for those reflected caustics to converge (there would be the same problem with Maxwell or any other unbiased renderer too I suspect).

Ian.

Post Reply
60 posts

Who is online

Users browsing this forum: No registered users and 15 guests