First try with SkIndigo

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Pibuz
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Re: First try with SkIndigo

Post by Pibuz » Sun Feb 17, 2013 12:05 am

It sadly seems quite clear: you have filled all of your RAM.
How much have you installed?

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Zom-B
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Re: First try with SkIndigo

Post by Zom-B » Sun Feb 17, 2013 12:20 am

The Error Log tells ya that the GPU RAM isn't enough to fit your scene (models) in.
Try to use instancing for trees and other models to reduce RAM usage of the scene.
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Re: First try with SkIndigo

Post by lape » Sun Feb 17, 2013 12:23 am

I have a GeForce GTX 285 with 1024MB RAM.
The tree and the pebbles are external obj meshes.
24 hours isn't enough
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Re: First try with SkIndigo

Post by Zom-B » Sun Feb 17, 2013 12:36 am

Well external or not, while rendering they need to be loaded into (GPU) RAM, and I have no idea how Skindigo works here regarding instances.
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Headroom
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First try with SkIndigo

Post by Headroom » Sun Feb 17, 2013 1:15 am

Don't worry about the samples/ pixel rate. Between render modes these are not comparable!
The reason that only path-tracing is GPU supported is that path-tracing is a brute force method with a relatively simple sampling algorithm. The other methods use more effective sampling method, so given on a particular scene you get a cleaner picture much quicker, even though the SPP is not so high.
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Headroom
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First try with SkIndigo

Post by Headroom » Sun Feb 17, 2013 1:51 am

Looking at the rendering, I am not even sure that for the small lamps you need to follow a bulb-inside-glass approach. You could try to remove the bulb and make the Glass cylinder the light source.
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Re: First try with SkIndigo

Post by Zom-B » Sun Feb 17, 2013 2:20 am

Headroom wrote:Looking at the rendering, I am not even sure that for the small lamps...
But the Lampshade (Reflection s) are so sweet, would be a shame to drop them
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Re: First try with SkIndigo

Post by Headroom » Sun Feb 17, 2013 2:22 am

Right! I was talking about the little lamps in the outdoor shot with the gravel pathway.

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Re: First try with SkIndigo

Post by lape » Mon Feb 18, 2013 12:01 am

Here is my next try to set up the night scene. Can't get rid of the fireflies, though it rendered about 22h and has 8500spp, supersample set to 3. Render method Bidir Path Tracing.
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CTZn
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Re: First try with SkIndigo

Post by CTZn » Mon Feb 18, 2013 2:29 am

It's getting better.

Indigo offers several rendering modes, each with strengths and weak points. GPU Path tracing is for speed, but some scenes will use a more robust method.

This scene wants MLT. It will "spread" rays, including fireflies. Highly recommended.
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Pibuz
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Re: First try with SkIndigo

Post by Pibuz » Mon Feb 18, 2013 9:47 am

CTZn wrote: This scene wants MLT. It will "spread" rays, including fireflies. Highly recommended.
+1

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Re: First try with SkIndigo

Post by lape » Mon Feb 18, 2013 11:03 am

you are so right! :mrgreen:
now with MLT and some changes for material
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Re: First try with SkIndigo

Post by OnoSendai » Mon Feb 18, 2013 11:06 am

Looking really good!

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Re: First try with SkIndigo

Post by lape » Mon Feb 18, 2013 11:16 am

OnoSendai wrote:Looking really good!
thank you... I think I've fallen in love with Indigo :wink:
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Re: First try with SkIndigo

Post by LithiumDesign » Wed Feb 20, 2013 9:51 am

night scene looks great!! :D :D reflection bit too much on the wood? love the frosted glass on the top walkway and the texturing on the concrete - tried using a EXR environment? (EDIT: removed links --admin)
now i wanna know whats in the building on the left ;)
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