Lighting Challenge
I just bought the rendering & lightning Book of Jeremy a week ago ^^
Started getting the scene prepared for Indigo in C4D.... this is some heavy pain in the a**!
Instancing ftw!!1! this takes some time... a lot of meshes just have fliped normals, and there are thousands of them.... -.-
The outer windows can be used for Exit Portals nicely, but dong the rest of EPs for the other arches etc. will be some pain too!
Started getting the scene prepared for Indigo in C4D.... this is some heavy pain in the a**!
Instancing ftw!!1! this takes some time... a lot of meshes just have fliped normals, and there are thousands of them.... -.-
The outer windows can be used for Exit Portals nicely, but dong the rest of EPs for the other arches etc. will be some pain too!
polygonmanufaktur.de
Using C4D I could import some of the meshes, but either way, there is a gigantic waste of polys by having all instanced converted to mesh :/
As far as I can see there are around 3000 meshes in this scene...
if instancing is used you can reduce it to around 50 meshes for the architecture (skeletons excluded)... at the moment I instance by hand, but such tasks reveal some functions of your 3D app that would not be used normally
Once you fixed the normals of a column, instancing it 200 times with good normals is the trick here.
As far as I can see there are around 3000 meshes in this scene...
if instancing is used you can reduce it to around 50 meshes for the architecture (skeletons excluded)... at the moment I instance by hand, but such tasks reveal some functions of your 3D app that would not be used normally

Once you fixed the normals of a column, instancing it 200 times with good normals is the trick here.
polygonmanufaktur.de
Yes you are right, I hadn't looked close enough. Sure there is a job for instancing here, but that could limit the texturing variance if I am correct, and may not result in a closed volume for portals use. I'd rather found all into one I think... at least for the walls. I'd combine columns together as one piece too.
And yes, some architectural details need normals reworking. On the left the original normals.

And yes, some architectural details need normals reworking. On the left the original normals.

Hey CTZn...CTZn wrote:Yes you are right, I hadn't looked close enough. Sure there is a job for instancing here, but that could limit the texturing variance if I am correct, and may not result in a closed volume for portals use. I'd rather found all into one I think... at least for the walls. I'd combine columns together as one piece too.
I finished my manual instancing Horror after about 8h O__o
Original ~3000 meshes reduced to 740 + 72 meshes that get instanced 2147 times
The work was worth the pain

texture variance can still be done very easy by converting single instances to mesh, apply a different texture and set this as master for some other instances. Also you can put some detailed work in one column, and then 300 of them look as awesome as the first ^^
I also applied Exit portals here, and can tell you guys USE THEM!
Even if there are so many exit portals to set here (~250) the result is nice as you can see on the attached animated GIF:

Do I smell some Indigo SDK here?suvakas wrote:Made a quick render test...
polygonmanufaktur.de
nice stuff!suvakas wrote:Hey, this is a very good scene for all kinds of test renderings.
Thanks for the info vmuriel.
Made a quick render test...
@ZomB:
how did you get it working without getting a stack overflow?
btw.: im pretty sure now what causes the stack overflow an ive got a new, partly fixed version for you to test. im going to mail it right away...
250? Really? Where? I selected all the windows and turned them to EP's, but were there really 250 of them?ZomB wrote: I also applied Exit portals here, and can tell you guys USE THEM!
Even if there are so many exit portals to set here (~250) the result is nice as you can see on the attached animated GIF:
You have a good noseZomB wrote:Do I smell some Indigo SDK here?

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Here is my first clay rendering... quick & dirty 

Also don't forget the holes in the side of the building, that are not covered with windows, same as two openings at the roof and the front door...

And now please, please with sugar on top, don't tell us about the sun shift issue and the cut of the geometry outside the building... please don't...


its maybe related to how much windows you group into a single instance.suvakas wrote:250? Really? Where? I selected all the windows and turned them to EP's, but were there really 250 of them?
Also don't forget the holes in the side of the building, that are not covered with windows, same as two openings at the roof and the front door...

maybe its a little bit faster if you have a cube without bottom over the scene, because you theoretical save the emitted light calculation from under the scene.... but this has to be tested!Juniorsatan wrote:Is there something to be said against using one box around the whole building as an exit portal?
I don't get get it m8 why we have to ask you for an explanation if you say something blasphemous like this! The example GIF should explain a lot!pixie wrote:better off use no exit portals at all...
And now please, please with sugar on top, don't tell us about the sun shift issue and the cut of the geometry outside the building... please don't...
polygonmanufaktur.de
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The question was about the workflow:ZomB wrote: [...]
http://img136.imageshack.us/img136/3728/portalswe6.png
maybe its a little bit faster if you have a cube without bottom over the scene, because you theoretical save the emitted light calculation from under the scene.... but this has to be tested!Juniorsatan wrote:Is there something to be said against using one box around the whole building as an exit portal?
[...]
Because its much easier do create a cube arround the whole building and use it as an exit portal instead of adjusting ~ 250 planes. Would this fail the function of the exit portal or is it as good as yours when we talk about rendering speec improvements?
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