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Lighting Challenge
Posted: Thu Dec 04, 2008 4:18 am
by vmuriel
Maybe a nice challenge for Indigo users:
Challenge #17 @
http://3drender.com/challenges
Posted: Thu Dec 04, 2008 5:53 am
by CTZn
I think I'm on it. It has started one month ago already... Nice scene for isl (bones, stone).
Thanks for reporting vmuriel !
Posted: Thu Dec 04, 2008 8:06 am
by Zom-B
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!
Posted: Thu Dec 04, 2008 8:09 am
by CTZn
Mmm normals are fine from the maya scene... try importing the different formats, or maybe use your usual converter to retrieve correct geometries... corrupted arch data is a real pita, I wouldn't deal with that.
Posted: Thu Dec 04, 2008 9:05 am
by Zom-B
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.
Posted: Thu Dec 04, 2008 9:29 am
by CTZn
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.

Posted: Thu Dec 04, 2008 10:34 am
by suvakas
Hey, this is a very good scene for all kinds of test renderings.
Thanks for the info vmuriel.
Made a quick render test...
Posted: Sat Dec 06, 2008 12:11 am
by Zom-B
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.
Hey CTZn...
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:
suvakas wrote:Made a quick render test...
Do I smell some Indigo SDK here?
Posted: Sat Dec 06, 2008 12:41 am
by fused
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...
nice stuff!
@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...
Posted: Sat Dec 06, 2008 3:06 am
by suvakas
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:
250? Really? Where? I selected all the windows and turned them to EP's, but were there really 250 of them?
ZomB wrote:Do I smell some Indigo SDK here?
You have a good nose

Posted: Sat Dec 06, 2008 3:53 am
by Juniorsatan
Is there something to be said against using one box arround the whole buildung as an exit portal?
Posted: Sat Dec 06, 2008 4:18 am
by pixie
better off use no exit portals at all...
Posted: Sat Dec 06, 2008 4:23 am
by Juniorsatan
why?
Posted: Sat Dec 06, 2008 4:40 am
by Zom-B
Here is my first clay rendering... quick & dirty
suvakas wrote:250? Really? Where? I selected all the windows and turned them to EP's, but were there really 250 of them?
its maybe related to how much windows you group into a single instance.
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...
Juniorsatan wrote:Is there something to be said against using one box around the whole building as an exit portal?
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!
pixie wrote:better off use no exit portals at all...
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!
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...
Posted: Sat Dec 06, 2008 5:08 am
by Juniorsatan
ZomB wrote:
[...]
http://img136.imageshack.us/img136/3728/portalswe6.png
Juniorsatan wrote:Is there something to be said against using one box around the whole building as an exit portal?
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!
[...]
The question was about the workflow:
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?