CoolColJ's test pics thread

Get feedback from others on your works in progress
User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Mon Oct 01, 2007 12:05 am

render at 7300 samples, after many hours, and it's still adding more and more stuff...nowhere near finished yet. I'm not sure if these are caustics anymore... :? :cry:

with some bloom and glare it has a similar feel to the photo :P
Attachments
webPICT1679water_2.JPG
webPICT1679water_2.JPG (132.27 KiB) Viewed 3624 times
CCJ_WaterTest_MNCR50000_7300samples_BloomGlare.JPG
with bloom and glare
CCJ_WaterTest_MNCR50000_7300samples_BloomGlare.JPG (94.8 KiB) Viewed 3624 times
CCJ_WaterTest_MNCR50000_7300samples.JPG
CCJ_WaterTest_MNCR50000_7300samples.JPG (93.88 KiB) Viewed 3624 times

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

Post by Kram1032 » Mon Oct 01, 2007 12:15 am

looks like golden fairy dust or something like that, lol^^
I guess, that's a never-ending story...

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

Post by manitwo » Mon Oct 01, 2007 12:16 am

well CoolColJ, as for now this scene is impossible to render correctly. if a scene doesnt look right with that many spp i wont become any better - point.
and stressing ono to optimize it is senseless too - i'm sure he read your previous posts and is aware of that issue himself (and he's visiting ian's forum also).

User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Mon Oct 01, 2007 12:27 am

I estimate it might look right at around 21000 samples :)

I did a test render of this scene at 160x120 up to 12,000 samples and it only showed some big white dots on the water, which at that resolution is hard to tell
indirectly seen caustics are slow at the best of times, I probably should have just made a small bucket of water...

How they got underwater caustics to show so quickly and cleanly in the original MLT paper with the computers they had back then is beyond me

http://graphics.stanford.edu/papers/metro/

2.5 hours 800x500 100 mutations per pixel with 190mhz MIPS R1000 Processor 10 years ago! :shock:
There must be something missing in the MLT puzzle
Image

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Mon Oct 01, 2007 12:36 am

Well, in that image, the light source is obviously very large (occupying a large solid angle from the water), as you can see from the column shadows. Illumination from the sun is a very different and more difficult problem, due to the small solid angle subtended by the sun.

User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Mon Oct 01, 2007 12:41 am

maybe I should try it with a plane emitter then?

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Mon Oct 01, 2007 12:45 am

Bigger emitter = faster caustics.
If you really want to track down the problem you try the pool scene with a large mesh/plane emitter, then make it smaller and smaller until its comparable with the sun.

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

Post by Kram1032 » Mon Oct 01, 2007 12:46 am

yes, try so :D - wont be a fake-solution for sun, though...

what about Ian's approach? you "only" need to mark sun ray :D

User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Mon Oct 01, 2007 12:47 am

what about an EXR/HDRI ?

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Mon Oct 01, 2007 12:50 am

btw can u jump on to chat on front page CCJ?

User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Tue Oct 02, 2007 10:19 am

Ono

what should the emitter values be, colour temperature and intensity wise, settings etc if I want to emulate the physical Sun?

How large?

should the mesh be a sphere?

User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Tue Oct 02, 2007 1:23 pm

a large 6m light nearby sorta works, but doesn't look like the Sun though. Lights seem to have some falloff etc and well you don't get the sky
Big lights also don't generate the caustics all that well

Blackbody lights are bright as hell! I had to use only 2 watt and efficacy of 1! :shock:
Otherwise the RGB background colour gets blacked out and the textures get washed out. Background colour has no gain though in Cinidgo, should it?

And I get these shading errors on the cylinders with lights, even though they are not that low poly and have smoothing on. You can see the segments! Not a problem with Sun/Sky, so don't they shade properly with lights?

User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Tue Oct 02, 2007 7:29 pm

Just mucking around with my C4D sample scene - rendered up to 1500 samples with exit portals, although it looked pretty good well before then
Attachments
im1191290941.JPG
im1191290941.JPG (56.32 KiB) Viewed 3415 times

Vanessa07
Posts: 312
Joined: Mon Sep 24, 2007 11:17 pm
Location: Suisse

Post by Vanessa07 » Tue Oct 02, 2007 8:16 pm

Hi

I don't understand why caustics are outside the pool and not inside. I try everythng :?:
Attachments
im1191277011.png
blendigo / indio v 9.7
im1191277011.png (513.48 KiB) Viewed 3404 times

Big Fan
Posts: 745
Joined: Tue Oct 17, 2006 9:37 am
Location: Nelson NZ

Post by Big Fan » Tue Oct 02, 2007 8:23 pm

do you have a 'glass' mesh in those openings or nothing?
the water looks like it has ripples...yes?

Post Reply
695 posts

Who is online

Users browsing this forum: No registered users and 76 guests