WinOsi Caustic Test Scene
If that's what I think this is due to a small value of <large_mutation_prob>, wich cause, as far as I understand, bigger zones to be evaluated with a loss in local color accuracy. That is, big colored zones. When it converges, the zones merge together and form a smooth image.
When you set <large_mutation_prob> higher (but always below 1), it tends to the level of a pixel, not an area of the screen. That is, noise frequency is higher.
That's what I found, what do you think about that ?
When you set <large_mutation_prob> higher (but always below 1), it tends to the level of a pixel, not an area of the screen. That is, noise frequency is higher.
That's what I found, what do you think about that ?
Hi KramKram1032 wrote:You expected this kinda artistic result? Why? Is v0.7 THAT different? Can you "fix" it?
Thats not really something that had to be fixed - that's because of the way PathTracing works.
In Indigo 0.7 "MLT" and "BiDir" are temporarily disabled. In 0.6 not.
I rendered the 0.6 in the "MLT + BiDir"-mode and the 0.7 in "PathTracing"-mode.
Pathtracing is very good for exteriors and direct lighting but not for indirect light and caustics
(because the emitter is behind a glass-lens EVERTHING is lit by direct and indirect caustics).
But i'm not the one who should explain that - IanT described that much better.
If i find his explanation i'll post a link.
EDIT: http://www2.indigorenderer.com/joomla/f ... .php?t=572
oops youre rightIanC wrote:MLT isn't disabled, just BiDir MLT.
It is!IanC wrote:I'm not sure if pathtracing is still in indigo,
You should. As i said - works wonderfull for exterior and for scene with much direct light. Also some things changed since 0.4 - PT is progressive nowIanC wrote:I haven't used it since back in the 0.4 days.
redqueen seems to be very fast...
Two questions: what are your settings for rendering in 0.6?
(large_mutation_prob; max_change; max_num_consec_rejections; russian_roulette_live_prob and max_depth)
And: did you change the two smooth spheres to be <sphere>s instead of <mesh>es?
I'm not sure, if you got the answer: The "secret Door" can be seen in the sence with Radium (PT): rendered in 3d by "tg_jp", you posted in the very first post. It's the second image.
And now, as I look at it again, I can see another change:
Behind the door, there should be a cylinder on the wall, but here, it's edgy...
Two questions: what are your settings for rendering in 0.6?
(large_mutation_prob; max_change; max_num_consec_rejections; russian_roulette_live_prob and max_depth)
And: did you change the two smooth spheres to be <sphere>s instead of <mesh>es?
I'm not sure, if you got the answer: The "secret Door" can be seen in the sence with Radium (PT): rendered in 3d by "tg_jp", you posted in the very first post. It's the second image.
And now, as I look at it again, I can see another change:
Behind the door, there should be a cylinder on the wall, but here, it's edgy...
Here my result after 36h and 11k muts per pixel:

I'll try now a 0.7t3 version using specular for reflections, not phong...
strange about your rendering manitwo is the "black cross" inside the lenses
the main difference about Indigo & the rest of the world is this shadow, the stand throws on the left & right wall...

I'll try now a 0.7t3 version using specular for reflections, not phong...
strange about your rendering manitwo is the "black cross" inside the lenses
the main difference about Indigo & the rest of the world is this shadow, the stand throws on the left & right wall...
Last edited by Zom-B on Thu Feb 08, 2007 12:21 am, edited 1 time in total.
polygonmanufaktur.de
"metropolis" - "true"Kram1032 wrote:Two questions: what are your settings for rendering in 0.6?
(large_mutation_prob; max_change; max_num_consec_rejections; russian_roulette_live_prob and max_depth)
"large_mutation_prob" - "0.4"
"max_change" - "0.02"
"max_num_consec_rejections" "100"
"russian_roulette_live_prob" "0.99"
"max_depth" "200"
"bidirectional" "true"
Till now not - but a good idea - i willKram1032 wrote:And: did you change the two smooth spheres to be <sphere>s instead of <mesh>es?
why are our renderings different? is your lens normal-smoothed?ZomB wrote:Here my result after 36h and 11k muts per pixel:
i rendered my pic bigger and resized it after the rendering - perhaps thats whyZomB wrote:strange about your rendering manitwo is the "black cross" inside the lenses
right - i believe that shadow is produced because of the bug i posted.ZomB wrote:the main difference about Indigo & the rest of the world is this shadow, the stand throws on the left & right wall...
this might not be a mat-problem, i think they are so dark cause they aren't reflect indirect caustics.CTZn wrote:Another difference seems to be that the mirror material in the Indigo image is not a perfect mirror.
yes, my lens got the XML Tag for smoothing, but I recognized that it hasn't any Phong Tag in the 3DSmanitwo wrote: why are our renderings different? is your lens normal-smoothed?
(perhaps Indigo even ignores this?!?).
I also recognized that I normal smothed the meshes for the light emitters, perhaps an issue...
I'm rendering now a 0.7t3 Scene now, looks better than the one in your first post
My Image is so unsharp, because my focus is set to 100 and not about 0.3,
this results in a small DOF for the whole Scene, changed to white_balance E now to to get this redish tint away
polygonmanufaktur.de
The funny thing about recognizing you is, that YOU gave me the hint^^
Later, Tato answered:ZomB wrote:
I'm sure small boys would love to play with your balls:lol:
@tato: you could use sphere primitives instead of lowpoly sphere meshes.
example (gives you a perfect sphere):
Code:
<sphere>
<center>1 0 0.3</center>
<radius>0.3</radius>
<material_name>mat</material_name>
</sphere>
_________________
cheers,
manitwo
So, I thought, it would be faster this way^^what i found is that the perfect spheres speeded up the rendering nearly 2 times. from 30k to 55-60k. hm, and gives me different refraction
Last edited by Kram1032 on Thu Feb 08, 2007 10:01 am, edited 3 times in total.
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