Metropolis alone = MLT without BiDir
WIP - 4 Rooms
- PureSpider
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- PowStudios
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Re: WIP - 4 Rooms
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.PureSpider wrote:MLT = Metropolis Light Transport
Metropolis alone = MLT without BiDir
Pow
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- PowStudios
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Re: WIP - 4 Rooms
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?
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
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- linear scale 100!
- Bildschirmfoto-2010-03-23-um-15.46.07.jpeg (285.56 KiB) Viewed 5316 times
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- 900 s/p MLT only, linear x10
- MLT1_lin10x_900spp.jpg (142.2 KiB) Viewed 5317 times
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- 900 s/p MLT only, Reinhard
- MLT1_reinhard_900spp.jpg (333.2 KiB) Viewed 5325 times
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- PowStudios
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Re: WIP - 4 Rooms
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?
Pow
How do guys like camox, the one who created the 'Lobby' render, (see http://www.indigorenderer.com/node/809) create their interior light setup?
Pow
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Re: WIP - 4 Rooms
I'm happy you like itPowStudios wrote:Zom-B: I've used your nice parquet a long time
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...
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)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?
polygonmanufaktur.de
- PowStudios
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Re: WIP - 4 Rooms
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.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)
EDIT: This is an example of a well lit interior: http://www.indigorenderer.com/node/852
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Re: WIP - 4 Rooms
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)
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)
- PowStudios
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Re: WIP - 4 Rooms
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.
EDIT: the 3446 s/p render. Maybe it's interesting for future directors.
- Attachments
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- 3446 MLT only
- MLTTest3_3446.jpg (211.08 KiB) Viewed 5230 times
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- 1160 s/p, still noise
- MLTTest3_1160.jpg (249.82 KiB) Viewed 5237 times
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- PowStudios
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Re: WIP - 4 Rooms
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
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
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- 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
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!

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!
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 ideaZom-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)
polygonmanufaktur.de
- PowStudios
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Re: WIP - 4 Rooms
Hi Zombie,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
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
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- just noisy with 3360 s/p
- exposuretest_3366spp_ridiculous.jpg (247.89 KiB) Viewed 5179 times
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- over 3K super noise
- BDirTest4_3K-cam.jpg (209.22 KiB) Viewed 5179 times
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Re: WIP - 4 Rooms
Hello,
this is a >5K rendering, but it's m.e.g.a. noisy. Whaat am I doing wrong?
Pow
this is a >5K rendering, but it's m.e.g.a. noisy. Whaat am I doing wrong?
Pow
- Attachments
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- >5K noise
- exposuretest_5108spp_ridiculous^2.jpg (233.02 KiB) Viewed 5159 times
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Re: WIP - 4 Rooms
OK, I'm just guessing... even if wrong keep this in min when working with light layers:PowStudios wrote:this is a >5K rendering, but it's m.e.g.a. noisy. Whaat am I doing wrong?
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...
polygonmanufaktur.de
Re: WIP - 4 Rooms
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
I tested with 800, it looks mutch better, maybe even lower than that
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.
Re: WIP - 4 Rooms
I have no idea about Material Editor... never used it, and never will!Meelis wrote:How to u blend phong with diffuse?
In material editor i did soo:
I stay in my native 3D app, saves time!
I used a Texture for blending A with B
polygonmanufaktur.de
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