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exterior/ interior daylight scene test

Posted: Thu Aug 16, 2007 3:27 pm
by dmn
I'm trying to figure out how to balance interior and exterior light and optimize render speed and noise.
The first two images are rendered in 0.9t2, and I don't have the settings or lamps from them because I left it running over the weekend and at some point the power went out. :(
Image
Image
This one I rendered in 0.9t6x64. I exported from Blender using Blendigo 0.9t 4s It's rendered for ~15 hours and is at ~1500 samples per pixel on me new Core 2 6400 w/2GB.

Image

I want to use this scene for trying out materials and props, so I want to get the light stuff, and the render speed/ accuracy finessed to the point where it's fairly optimal and generic. Because sometimes the gray grid preview scene isn't ideal. Maybe I'll add some vegetation on the exterior because so far I haven't crossed the 1 GB line as far as RAM :twisted:
The little green blob in the last render has a wall thickness and a blackbody mesh emitter inside of it. So is the earlier lamp. With the earlier lamp, there is actual light escaping the lamp and hitting the walls, but so far I have not been able to get this effect again.
Also the green glass ball has some of that black edge stuff, even though I turned up the max num consecutive rejections to 4000.
Comments/Suggestions. :D

Posted: Thu Aug 16, 2007 4:55 pm
by blendergat
If you place an Exit Portal some place inside your mesh it should improve render speed for interior renders. This is something I learned today. I odn't really know what it does, but it has to point in the direction that the light enters your scene. So am guessing that would be the normals that point away from the face.

Posted: Thu Aug 16, 2007 6:50 pm
by BbB
Hi,
It seems to me the black outline on your green box (looks yellow on my screen) is a normals smoothing problem. I would go back to your modeller and increase the density of your mesh around the edges (subdivide once or twice or add a few edge loops if you want to save on geometry). As for your mat, I find that a mixture of diffuse transmit and phong works best for the kind of translucent glass used in lamp shades and globes like yours. It behaves (to me at least) a lot more predictably than SSS and clears a hell of a lot faster.

Posted: Fri Aug 17, 2007 1:04 am
by Kram1032
very nice scene :D
I like it very much - would you share it?

If you add vegetation, you might want to use Leduc's leave mat :D (the trimix dif trans, SSS, phong)

Posted: Fri Aug 17, 2007 2:58 am
by dmn
blendergat wrote:If you place an Exit Portal some place inside your mesh it should improve render speed for interior renders. This is something I learned today. I odn't really know what it does, but it has to point in the direction that the light enters your scene. So am guessing that would be the normals that point away from the face.

Yes, exit portals would get me the interior scene much faster, but not the exterior. I remember Lightscape had something similar. I think exit portals are an extra modelling step and are really useful in extreme cases where you have a very minimal amount of daylight or visible exterior and (time to model exit portals in complicated glazing setups and) that is not what I'm going for. I'd like not to have to set up exit portals on a normal basis, although they will come in handy.

Kram wrote:very nice scene
I like it very much - would you share it?
sure, I'll upload it when I get home.
BbB wrote:I would go back to your modeller and increase the density of your mesh around the edges (subdivide once or twice or add a few edge loops if you want to save on geometry).
Good point.
BbB wrote:As for your mat, I find that a mixture of diffuse transmit and phong works best for the kind of translucent glass used in lamp shades and globes like yours. It behaves (to me at least) a lot more predictably than SSS and clears a hell of a lot faster.
I'll try that too.

Thanks for the replies :!:

Posted: Fri Aug 17, 2007 3:21 am
by BbB
No worries mate

Posted: Fri Aug 17, 2007 3:47 pm
by dmn
Here is the file. Sorry it took awhile. House literally falling apart. Enjoy.

Posted: Fri Aug 17, 2007 4:20 pm
by CoolColJ
is that an egg with a motorcycle helmet? :lol:


some looking stuff there, Looks surreal

Posted: Fri Aug 17, 2007 5:58 pm
by dmn
I was thinking something more along the lines of a giant hip replacement, but I guess it would work for trying out transparent materials as well. :D

Posted: Sat Aug 18, 2007 2:53 am
by CTZn
Nice scene really but man imagesh* sux !

Posted: Sat Aug 18, 2007 4:03 am
by dmn
know of something better? :D

Posted: Sat Aug 18, 2007 4:05 am
by OnoSendai
You can upload images to the Indigo forum by attaching them to your posts :)
.jpgs preferred for large images please. (altho i am guilty of attaching PNGs :) )

Posted: Sat Aug 18, 2007 5:11 am
by Kram1032
and if you don't want to do so, which I wouldn't recommend, you could use http://photobucket.com

Posted: Sat Aug 18, 2007 9:22 am
by xrok1
does that mean you wouldn't recomend attaching or you wouldn't recommend photobucket? :lol:

Posted: Sat Aug 18, 2007 9:29 am
by Kram1032
I wouldn't recommend, NOT to attach.
(Photobucket is nice, I like it, but I'd say, Upload to the server is the better deal)