KLS Residence
KLS Residence
Hi!
The first one is the kitchen - unfinished yet. I see few mistakes (hood should be more beveled, some changes to materials).
Please have in mind, that I've saved this image and closed the renderer (and not saved!) without any postpro... Out of the box.
Feel free to comment.
BiDirMLT, HDRI env, 2400x1300, ~8500 samples per px and still much noise... :/ Should be better right?
What about these white lines on the ceiling?
thanks,
m.
The first one is the kitchen - unfinished yet. I see few mistakes (hood should be more beveled, some changes to materials).
Please have in mind, that I've saved this image and closed the renderer (and not saved!) without any postpro... Out of the box.
Feel free to comment.
BiDirMLT, HDRI env, 2400x1300, ~8500 samples per px and still much noise... :/ Should be better right?
What about these white lines on the ceiling?
thanks,
m.
Re: KLS Residence
Give your walls a thickness... or, put exit portals at the window (mandatory for say) !What about these white lines on the ceiling?
It's looking pretty good mily !
edit: out of curiosity, wich Indigo version are you using ?
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Re: KLS Residence
Thanks CTZn!CTZn wrote:Give your walls a thickness... or, put exit portals at the window (mandatory for say) !What about these white lines on the ceiling?
It's looking pretty good mily !
edit: out of curiosity, wich Indigo version are you using ?
That's why I haven't got problems with the white lines until now - I've been using portals and ceilings were horizontal

I'm using the newest 2.4.6 beta.
And what about the rendering time/blur/noise? I'm trying to minimalise it as I can (even the glass on the counter is ghost)... Could it be faster/cleaner? My i7 cooked it ca 300 s/px for 12 hours.
Re: KLS Residence
Well, adding portals should substantially increase performances. The fastbox splat filter has shown to deal well with noise (2.4.6), I'm wondering what would the result be with GPU only. Myself didn't stress gpu much yet.
But first, portals all the way.
Are you using layers ? There was that trick to tweak light energies in order to have their efficiency matching with the other light sources...test-render each lighting types separately, and augment the power of those generating perceptibly more noise before launching the final render.
We should make a tutorial on this advanced tip, before it gets automated somehow.
But first, portals all the way.
Are you using layers ? There was that trick to tweak light energies in order to have their efficiency matching with the other light sources...test-render each lighting types separately, and augment the power of those generating perceptibly more noise before launching the final render.
We should make a tutorial on this advanced tip, before it gets automated somehow.
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Re: KLS Residence
I'm doing test with the fastbox. Seems to have good results.CTZn wrote:Well, adding portals should substantially increase performances. The fastbox splat filter has shown to deal well with noise (2.4.6), I'm wondering what would the result be with GPU only. Myself didn't stress gpu much yet.
But first, portals all the way.
I'll try the GPU and add better roof

Unfortunately I have to use background image (HDR this time) so portals won't work, right?
I read a topic about this method, but I don't have much time for such tests. Tutorial would be great in the future!CTZn wrote:Are you using layers ? There was that trick to tweak light energies in order to have their efficiency matching with the other light sources...test-render each lighting types separately, and augment the power of those generating perceptibly more noise before launching the final render.
We should make a tutorial on this advanced tip, before it gets automated somehow.
Thanks!
Re: KLS Residence
I think portals would work too! After all, they're don't delete your light sources, and you have an environment map emitting light so...
Portals and GPU could accelerate the calculation: unfortunately you will be able to use only PT, which you know is not the best solution for interiors, afaik.

Portals and GPU could accelerate the calculation: unfortunately you will be able to use only PT, which you know is not the best solution for interiors, afaik.
Re: KLS Residence
I would suggest not using MLT on this scene, straight bidir should be a winner. In the topleft corner are some light leaks, caused by surfaces without thickness; which version of Indigo was used?
Really nice scene though
Really nice scene though

Re: KLS Residence
That's great news Pibuz! Works like a charm!Pibuz wrote:I think portals would work too! After all, they're don't delete your light sources, and you have an environment map emitting light so...![]()
Portals and GPU could accelerate the calculation: unfortunately you will be able to use only PT, which you know is not the best solution for interiors, afaik.
I thought the portals only work with sun/sky env...
GPU PT is faster, but in this scene, where almost everything is phong, MLT gives better results (e.g. fireflies in PT). I'll do some testing though.
lycium: You're right, the ceiling is plane only... Thickness solved the problem.
Zom-b: I'm using newest indigo 2.4.6. I didn't had leaking till now, when client wanted env. Previously I was using only portals+sun/sky.
Last edited by mily on Sun Jul 18, 2010 3:16 am, edited 1 time in total.
Re: KLS Residence
Question 1 for Tom: I knew MLT was best for interiors!lycium wrote:I would suggest not using MLT on this scene, straight bidir should be a winner. In the topleft corner are some light leaks, caused by surfaces without thickness
Moreover, the SkIndigo query does not include straight BiDir, but only BiDir MLT or BiDir PT..
Question 2 for Tom: the light leaks through non-thick walls was an old issue I found with an ancient version of Indigo (the first which supported the sun/sky layers splitting), which you guys fixed in a glimpse btw. I suggest you put this on your todo list again. I don't think you will find any problems, and will make A LOT of SkIndigoers very happy

Re: KLS Residence
That's the one Pibuz.BiDir PT
No bidirectionality without path tracing, as the first is an extension of the second

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Re: KLS Residence
There really should be some kind of feature to do this without messing with light intensities.CTZn wrote:Are you using layers ? There was that trick to tweak light energies in order to have their efficiency matching with the other light sources...test-render each lighting types separately, and augment the power of those generating perceptibly more noise before launching the final render.
Maybe an option to pause the rendering of certain light layer when it seems clear enough to give more samples for the less intense ones. Or better still an automatic per-layer noise level evaluation...
edit. Or maybe even possibility to change the rendering method (bidir, mtl, gpu) individually for each layer...
Re: KLS Residence
The fastest way here Silmä, is to raise noisy layer emitter power and then reduce it for the layer.
The way Indigo does importance handling for lights is maybe logical but (i hate to quote him!!!) "not very artists friendly!".
Some more control would be great here... a spp display for layers, or noise value determination.
Render Region controle (also for LightLayers!) would help her too
The way Indigo does importance handling for lights is maybe logical but (i hate to quote him!!!) "not very artists friendly!".
Some more control would be great here... a spp display for layers, or noise value determination.
Render Region controle (also for LightLayers!) would help her too

polygonmanufaktur.de
Re: KLS Residence
Yes, I know that, but sometimes you just want to have correct values for lights, not ones that look nice. In that case editing the values in layers isn't really viable solution. And then there's the occasional morning when you realize that one of your layers is terribly noisy but it's already too late for complete re-render (hopefully Indigo - or my computer - will someday be so fast that it will not be a problem anymore!).Zom-B wrote:The fastest way here Silmä, is to raise noisy layer emitter power and then reduce it for the layer.
If I understand correctly, Indigo already renders each light layer in separate process, so it shouldn't be too hard (or at least not impossible) to include some kind of "light layer priority" setting to the GUI.
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