Method comparison

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pixie
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Re: Method comparison

Post by pixie » Sun Jul 31, 2011 4:29 am

PureSpider wrote:Vray :<
Wait till Indigo supports MLT on GPU or at least glass accelleration on the GPU 8)
Which would be... right... now! xD

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CTZn
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Re: Method comparison

Post by CTZn » Sun Jul 31, 2011 6:02 am

pixie is right guys, sorry for the delayed reaction:
...
3.0.12
* Added Glass Acceleration for path tracing (also works with GPU mode).
...
You may need an updated exporter, check for updates.
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Alain
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Re: Method comparison

Post by Alain » Sun Jul 31, 2011 7:01 pm

My latest testing is with glass acceleration enabled.
In my opinion this is still mutch to slow.

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Re: Method comparison

Post by Alain » Sun Jul 31, 2011 7:05 pm

PureSpider wrote:Vray :<
Wait till Indigo supports MLT on GPU or at least glass accelleration on the GPU 8)
V-Ray for Blender ?
I've done some tests with it, it's still pretty bugy. GPU acceleration in V-Ray for Blender (=Maya standalone with the exportscript for Blender from andrey) is not usble for production use yet.

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Alain
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suvakas
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Re: Method comparison

Post by suvakas » Sun Jul 31, 2011 7:39 pm

Alain wrote:My latest testing is with glass acceleration enabled.
In my opinion this is still mutch to slow.

Kind regards
Alain
Are you sure?
Seems to work for me. This is a 10 minutes render using PT and glass acceleration.(on i7 + GTX 560)
Attachments
glassAccel.jpg

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Re: Method comparison

Post by Alain » Sun Jul 31, 2011 9:15 pm

Yes I'm sure. I even reduced the scene by it's polycounting carpetpatches.

After 10mins:
Bildschirminhalt erfassen-1.jpg
I guess I do some fundamental things wrong ;-)
Glass is a specular material with transparence enabled.
Glass geometry is just one face, normal poiting inward.

What may be wrong ?


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Alain
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Zom-B
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Re: Method comparison

Post by Zom-B » Sun Jul 31, 2011 9:22 pm

Alain wrote:Glass geometry is just one face, normal poiting inward.
What may be wrong ?
Here you go...
with such a setup, the area behind the window becomes a infinite glass area :lol:
use a box mesh for the glass, with normals facing outwards...
polygonmanufaktur.de

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suvakas
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Re: Method comparison

Post by suvakas » Sun Jul 31, 2011 9:24 pm

And there is you problem - a single sided face.
Glass has to have a volume. Add some thickness to it.

[edit]
Zom-B was faster. :)

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Re: Method comparison

Post by Alain » Mon Aug 01, 2011 3:18 am

It seems that my brain just can't handle this.

I added thickness, normals pointing outward.

Result after more than an hour of rendering:
Bildschirminhalt erfassen-1.jpg
What else could be wrong ?
Win 7 64 Bit, 8 GB RAM, Geforce GTX 480, Blender 2.62, Indigo RT Trial, Blendigo 3.2.12.0

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Re: Method comparison

Post by Headroom » Mon Aug 01, 2011 4:00 am

I may be off base her but Suvaka's render is rendered without GPU acceleration but with BiDirectional Pathtracing with glass acceleration.

Currently glass acceleration only works with BIDIR.

In Blendigo you can only enable glass acceleration if you've also checked BIDIR as the rendering method.
And GPU acceleration currently only works for single directional Pathtracing.

Don't get so hung up on GPU acceleration.

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Zom-B
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Re: Method comparison

Post by Zom-B » Mon Aug 01, 2011 4:09 am

Headroom wrote:Currently glass acceleration only works with BIDIR.
nope... this was in the past:

Code: Select all

3.0.12
* Added Glass Acceleration for path tracing (also works with GPU mode).
polygonmanufaktur.de

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Headroom
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Re: Method comparison

Post by Headroom » Mon Aug 01, 2011 4:21 am

Sorry, I must have missed that. However, in the Blendigo 3.0.14 interface. Bi-Directional must be enabled to get access to the check-box for glass acceleration so I guess I'll have to patch that manually in the file.

Edit:

I spoke too soon (again :oops: ). If you enable GPU acceleration and BIDIR and Glass acceleration then it seems that the GPU setting overrides the BIDIR setting to single directional PT while accepting the glass acceleration setting.

It still exports

<bidirectional>
true
</bidirectional>

into the .igs-file
Last edited by Headroom on Mon Aug 01, 2011 4:34 am, edited 1 time in total.

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CTZn
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Re: Method comparison

Post by CTZn » Mon Aug 01, 2011 4:25 am

Alain, please remove the superfluous elements of your scene and share the blend file with blender users for debugging purposes.

Note that glass should be of one specular material only, and that blending materials (creating a glass material by other means) will defeat glass acceleration.
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Headroom
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Re: Method comparison

Post by Headroom » Mon Aug 01, 2011 4:47 am

@Alain,

I just tested some things with the test scene that produced the image earlier in this post.

I think the problem may be that you have an exit portal in front of the window.
I rendered with PT and glass acceleration:

To do that with Blendigo you need to enable GPU, Bi-Directional and Glass acceleration. The GPU setting will override the Bi-Directional setting and force Indigo to render PT with glass acceleration.

In my simple scene direct lighting through the glass pane showed up immediately once I removed the exit portal in front of it.

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CTZn
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Re: Method comparison

Post by CTZn » Mon Aug 01, 2011 5:25 am

Good point Headroom, exit portals are currently not to be used with PT.

I winced when Zom-B said otherwise but didn't post about it, you can blame me because I forgot then :?
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