Fryrender demo is up!
not AT ALL.CoolColJ wrote:I think Fry has some "cheat" going on sorta like the light cache with Vray when using path tracing...
not AT ALL. this is indeed for realtime engine export and fry core don't deal with this. These paremeters are NEVER used by the renderer, NEVER. no cheats are going one here, just as unbiased as you would expect.when you click on each object's properties, they can be set to 1 of 3 light modes - full radiance map, merged radiance map, per-vertex radiance map. I think this is for the virtual reality engine
you can also view the radiance map in the main Fry render program. The bright lit areas are red and so on to cooler colours for areas with less light
and each object can be set a visual importance rating. It defaults to all even. But I think this may determine the sampling allocation ...pretty handy along with the selectable area rendering
and BTW, dev team for the core is one person
Regards,
lwan
hey dude.
i have quite a nice test scene for you. would be an interesting comparison between the two. here it is in .blend format. tell me if u need it in a different format though.
greetz
i have quite a nice test scene for you. would be an interesting comparison between the two. here it is in .blend format. tell me if u need it in a different format though.
greetz
- Attachments
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- Lighttest.rar
- (715.07 KiB) Downloaded 225 times
So i'm playing with Fryrender now.
It looks like it changes its sampling strategy after each "sample level" is reached. For example, until the first "pass", the noise is very pre-Indigo 8, and to the next "pass", it looks like indigo's mutation strategy (i.e. RQMC), then for the next "pass", it changes again. Kind neat to watch.
The ability to just select an area that needs "help" (shadow areas, caustic areas) is a HUGE plus.
The default lens "vignetting" looks good. I like it.
No Blender plugin = for the lose. I won't be using fryrender seriously or considering buying it until there is such a plugin, or .obj import support, or something. I could at least play with Maxwell because of that - and AFAIK they still do not have a Blender plugin available either.
It looks like it changes its sampling strategy after each "sample level" is reached. For example, until the first "pass", the noise is very pre-Indigo 8, and to the next "pass", it looks like indigo's mutation strategy (i.e. RQMC), then for the next "pass", it changes again. Kind neat to watch.
The ability to just select an area that needs "help" (shadow areas, caustic areas) is a HUGE plus.
The default lens "vignetting" looks good. I like it.
No Blender plugin = for the lose. I won't be using fryrender seriously or considering buying it until there is such a plugin, or .obj import support, or something. I could at least play with Maxwell because of that - and AFAIK they still do not have a Blender plugin available either.
I rendered the standard cornell scene with both. I have to say, that according to this Fry is not that fast. Also what is up with the AA? Check out the border area of rectangular meshlight on Fry image.
Render time 15 minutes each (on quad)
[edit] 100w light used. Works fine. Don't know what's up with your scene Cool.
Render time 15 minutes each (on quad)
[edit] 100w light used. Works fine. Don't know what's up with your scene Cool.
- Attachments
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- Indigo_vs_Fry.jpg (111.92 KiB) Viewed 3776 times
I have a question:
What is the comparable number of max consec rejections for indigo, to Fry?
Fry definitely doesn't make the fireflies like indigo does at say, 1000 - and we've established in the past that a lower number clears faster. (but is a biased result)
Any conjecture?
@suvakas:
Yep, Fry looks like it has the same "softness" as Maxwell.
Looking closely at your scene... It looks like two different apertures are being used between the two renders (look at the frontmost edges of the front box)?
What is the comparable number of max consec rejections for indigo, to Fry?
Fry definitely doesn't make the fireflies like indigo does at say, 1000 - and we've established in the past that a lower number clears faster. (but is a biased result)
Any conjecture?
@suvakas:
Yep, Fry looks like it has the same "softness" as Maxwell.
Looking closely at your scene... It looks like two different apertures are being used between the two renders (look at the frontmost edges of the front box)?
Yes, probably. I just hit render and nothing more. Wanted to check out noise levels and overall speed.zsouthboy wrote:
@suvakas:
Yep, Fry looks like it has the same "softness" as Maxwell.
Looking closely at your scene... It looks like two different apertures are being used between the two renders (look at the frontmost edges of the front box)?
Interesting. Possibly region-based adaptive sampling densities based on running variance calculations?zsouthboy wrote:So i'm playing with Fryrender now.
It looks like it changes its sampling strategy after each "sample level" is reached. For example, until the first "pass", the noise is very pre-Indigo 8, and to the next "pass", it looks like indigo's mutation strategy (i.e. RQMC), then for the next "pass", it changes again. Kind neat to watch.
The ability to just select an area that needs "help" (shadow areas, caustic areas) is a HUGE plus.
The default lens "vignetting" looks good. I like it.
No Blender plugin = for the lose. I won't be using fryrender seriously or considering buying it until there is such a plugin, or .obj import support, or something. I could at least play with Maxwell because of that - and AFAIK they still do not have a Blender plugin available either.
Tell me.. How often does the image buffer update?
Because such adaptive sampling is a bit easier if you have less frequent updates.
Image buffer updates about every 15 seconds, and that increases as the sampling level gets higher (max is probably 2 minutes between updates?). Similar manner to Maxwell, as the last time I used it.
EDIT: after watching it a few times, the sampling strategy changes in the same manner each time, in the same order - so it's not changing based on conditions, more than likely it just has a LUT for each "Pass" as to the strategy for that "pass"
EDIT2:
Neat, you can choose which lighting to render (under "Kernel Configuration").
Direct light (E[S|D]L), Emit light (EL), indirect light (E[S|D])
Direct and emit light both definitely look like just standard pathtracing.
EDIT3:
No offense to the fryrender guys, but why even bother with a "toon render" mode?
EDIT: after watching it a few times, the sampling strategy changes in the same manner each time, in the same order - so it's not changing based on conditions, more than likely it just has a LUT for each "Pass" as to the strategy for that "pass"
EDIT2:
Neat, you can choose which lighting to render (under "Kernel Configuration").
Direct light (E[S|D]L), Emit light (EL), indirect light (E[S|D])
Direct and emit light both definitely look like just standard pathtracing.
EDIT3:
No offense to the fryrender guys, but why even bother with a "toon render" mode?
Last edited by zsouthboy on Thu Aug 30, 2007 5:45 am, edited 2 times in total.
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