WIP - 4 Rooms

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PureSpider
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Re: WIP - 4 Rooms

Post by PureSpider » Wed Mar 24, 2010 1:41 am

MLT = Metropolis Light Transport
Metropolis alone = MLT without BiDir
:idea:

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PowStudios
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Re: WIP - 4 Rooms

Post by PowStudios » Wed Mar 24, 2010 2:18 am

PureSpider wrote:MLT = Metropolis Light Transport
Metropolis alone = MLT without BiDir
Thanks for clarifying PS. Didn't know that disabling that feature can help. Now the sp/sec are much higher, but the result looks different. I'm looking forward seeing the result.

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Re: WIP - 4 Rooms

Post by PowStudios » Wed Mar 24, 2010 2:33 am

Hi,

I did try MLT alone. Gave me a different result. Now I'm thinking my light setup is wrong.

It looks very right when using linear tonemapping (10x), but it's too dark. When I use Reinhard tonemapping, the result looks overpowered. Look at the nice IES lights when using linear.

I have to use linear with factor 100 to have likely the same illumination as with Reinhard.

Next I'll try to boost the gain of the lights. Any other ideas?

Pow

EDIT: Boosted the lights / no difference. But as I mentioned above, it is probably not a good sign when I have to power linear tonemapping by 100, isn't it?
Attachments
Bildschirmfoto-2010-03-23-um-15.46.07.jpeg
linear scale 100!
Bildschirmfoto-2010-03-23-um-15.46.07.jpeg (285.56 KiB) Viewed 5316 times
MLT1_lin10x_900spp.jpg
900 s/p MLT only, linear x10
MLT1_lin10x_900spp.jpg (142.2 KiB) Viewed 5317 times
MLT1_reinhard_900spp.jpg
900 s/p MLT only, Reinhard
MLT1_reinhard_900spp.jpg (333.2 KiB) Viewed 5325 times
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Re: WIP - 4 Rooms

Post by PowStudios » Wed Mar 24, 2010 3:31 am

Yes, the light setup is definitely the problem. As soon as I push up exposure, the lights get washed out and loose their distinct profile.

How do guys like camox, the one who created the 'Lobby' render, (see http://www.indigorenderer.com/node/809) create their interior light setup?

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Re: WIP - 4 Rooms

Post by Zom-B » Wed Mar 24, 2010 3:34 am

PowStudios wrote:Zom-B: I've used your nice parquet a long time
I'm happy you like it :)

Anyway for my poor eyes it looks like you use this material in a 1:1 aspect ratio... its a 4:3 texture any your floor looks a little to much stretched...
PowStudios wrote:How do guys like camox, the one who created the 'Lobby' render, (see http://www.indigorenderer.com/node/809) create their interior light setup?
The best way here is to use LightLayers to adjust the light power, and then transfer this knowledge to the light setup and render the final without LightLayers ( => faster)
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PowStudios
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Re: WIP - 4 Rooms

Post by PowStudios » Wed Mar 24, 2010 3:56 am

Zom-B wrote: The best way here is to use LightLayers to adjust the light power, and then transfer this knowledge to the light setup and render the final without LightLayers ( => faster)
Yes, but that doesn't affect the image/illuminance, just the speed. My problem is how to maintain pronounced shadows and lights while illuminating the room sufficiently. As soon I raise gain or exposure the lights get washed out and the shadows are not that pronounced anymore.

EDIT: This is an example of a well lit interior: http://www.indigorenderer.com/node/852
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Meelis
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Re: WIP - 4 Rooms

Post by Meelis » Wed Mar 24, 2010 8:05 am

perhaps u add some colder direct light lamps.
Experiment with different lamp sizes.
Maybe the shadows and highlights get overlapped if u overpollute your light setup (sometimes it's good to have some none illuminated zones).
Experiment with different lamps, and allsoo maybe more contrast in roome (furnishings vs walls vs floor vs ceiling vs lightning colours)

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PowStudios
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Re: WIP - 4 Rooms

Post by PowStudios » Wed Mar 24, 2010 10:30 am

Experienced with different lamps, still MLT only (BiDir off). Tweaked 'Exposure' in Blendigo, and had some repairs on geometry.

EDIT: the 3446 s/p render. Maybe it's interesting for future directors.
Attachments
MLTTest3_3446.jpg
3446 MLT only
MLTTest3_3446.jpg (211.08 KiB) Viewed 5230 times
MLTTest3_1160.jpg
1160 s/p, still noise
MLTTest3_1160.jpg (249.82 KiB) Viewed 5237 times
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Re: WIP - 4 Rooms

Post by PowStudios » Wed Mar 24, 2010 11:35 pm

Hello,

just for completeness, here is the result. One of my major faults was to leave 'autoexposure' on. I pushed that to 1/15 and adjusted the lights, so I don't have to use that ridiculous tonemapping scale. Now the picture looks a bit boring, but anyhow, I will add some more things like a table etc.

Pow
Attachments
MLTTest3_36K-dscs315.jpg
MLT only 36.7K s/p cam tonemapping yo
MLTTest3_36K-dscs315.jpg (167.27 KiB) Viewed 5209 times
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Re: WIP - 4 Rooms

Post by Zom-B » Thu Mar 25, 2010 4:44 am

Hey Pow,

in general I have to say that I for myself have a lot of problems getting IES light adjusted right.
For me its always way to bright and after lowering emission scale its way to noisy, so my workarround is rendering it with layers and the setting the light layer master gain down to ~20%.

With this method you can use other tonmapping settings that brightens up the room more and keep the "overburning" IES light Issue down!

Zom-B wrote:The best way here is to use LightLayers to adjust the light power, and then transfer this knowledge to the light setup and render the final without LightLayers ( => faster)
This simply means that you adjust master gain in light layer, having a direct visual feedback of your lights, the you adjust your light material in the 3D application. If lowering the Light layer to 15% looks good so lower the luminace scale for the material for the render in the 3D app to 15%! By this you save time adjusting your lights, thats the whole idea ;-)
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PowStudios
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Re: WIP - 4 Rooms

Post by PowStudios » Thu Mar 25, 2010 6:18 am

Zom-B wrote: This simply means that you adjust master gain in light layer, having a direct visual feedback of your lights, the you adjust your light material in the 3D application. If lowering the Light layer to 15% looks good so lower the luminace scale for the material for the render in the 3D app to 15%! By this you save time adjusting your lights, thats the whole idea ;-)
Hi Zombie,

I am aware of this technique, but it's more a question of rendertime optimization. Good to hear that I am not the only one fighting with IES lights. I want realism. I post some testrenders, all >3K, but ridiculous noisy. Also the models look really 'CG', like in a comic.

CU,
Pow
Attachments
exposuretest_3366spp_ridiculous.jpg
just noisy with 3360 s/p
exposuretest_3366spp_ridiculous.jpg (247.89 KiB) Viewed 5179 times
BDirTest4_3K-cam.jpg
over 3K super noise
BDirTest4_3K-cam.jpg (209.22 KiB) Viewed 5179 times
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Re: WIP - 4 Rooms

Post by PowStudios » Thu Mar 25, 2010 7:41 am

Hello,

this is a >5K rendering, but it's m.e.g.a. noisy. Whaat am I doing wrong?

Pow
Attachments
exposuretest_5108spp_ridiculous^2.jpg
>5K noise
exposuretest_5108spp_ridiculous^2.jpg (233.02 KiB) Viewed 5159 times
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Re: WIP - 4 Rooms

Post by Zom-B » Thu Mar 25, 2010 10:34 am

PowStudios wrote:this is a >5K rendering, but it's m.e.g.a. noisy. Whaat am I doing wrong?
OK, I'm just guessing... even if wrong keep this in min when working with light layers:

render your scene with light layers... you'll find out that the layers with IES light are very noisy... this is why:


If you use light layers Indigo weights the importance of light layers related to the flux value of each layer!
This importance weighting is also done when rendering without light Layers as far as I can tell...

So if one layer has flux of 10000 and another layer only 1000 indigo puts 10times more samples into the first one!!!

Since IES lights are very bright the normal (but problematic) behavior is to reduce the flux so much that the lightsource isn't so bright anymore! By doing this the IES light gets sampled very slowly and you end up with a lot of noise!

Because of this issue I render IES always in a separate layer with reasonable flux, and the reduce the layer master gain until I have the amount of light I want from the IES lights.



BTW: your floor seems VERY reflective... if you use my material from the MatDB take care to apply the right blend to the mesh! I use 2 materials blended together 1 phong & 1 Diffuse...
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Meelis
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Re: WIP - 4 Rooms

Post by Meelis » Thu Mar 25, 2010 8:01 pm

Well, maybe floor phong exponent somewhere between 500 to 1000.
I tested with 800, it looks mutch better, maybe even lower than that :)

:?: Zom-B
How to u blend phong with diffuse?
In material editor i did soo:
A phong
B diffuse
0.1 reflects more, 0.9 reflects less
Soo i went with 0.35 (looked nice in material editor) but when rendering i didn't get no reflections even with 0.1
:?

Sorry if, it's threate jacking

EDIT
http://static3.nagi.ee/i/p/581/12/14528114bdbf80_o.jpg
Last edited by Meelis on Fri Mar 26, 2010 9:20 pm, edited 1 time in total.

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Re: WIP - 4 Rooms

Post by Zom-B » Fri Mar 26, 2010 8:28 am

Meelis wrote:How to u blend phong with diffuse?
In material editor i did soo:
I have no idea about Material Editor... never used it, and never will!
I stay in my native 3D app, saves time!

I used a Texture for blending A with B :wink:
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