Which render mode is closest to reality?

General questions about Indigo, the scene format, rendering etc...
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zeitmeister
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Which render mode is closest to reality?

Post by zeitmeister » Sat Jan 23, 2010 3:38 am

Hi,

I just had a look into the actual Indigo manual... and I wondered which ray tracing method is the one which is closest to reality.
As I understood unbiased renderers (and I always presumed that Indigo were such), the light rays are being shot from the light sources on the objects and then into the camera.
regarding the schemes in the manual, I can't find such a mode working like that.

Plus:
In Cindigo, I can choose between pathtracing, bi-directional pathtracing, MLT and bi-directional MLT.
So which ones refer exactly to the modes described in the Indigo manual?

So I wondered which render mode gives the most realistic results? I know I could test and test and test, but I'd like to choose the one which works most realistic and then work with that.

Thank you in advance!
Cheers, David



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Re: Which render mode is closest to reality?

Post by Zom-B » Sat Jan 23, 2010 3:47 am

Afaik all of them should render the same result after Time X. The reason for different Methods are the different Strengths of the algos.
PT is great for direct light, MLT is faster with caustics etc., and BiDir is a general tech that starts ray from light & from cam to enhance performance.

We all wait for the great Hybrid Method to come back to Indigo (announced by Ono some time ago!), so Indigo will combine MLT+PT in one rendering progress and choose the best algo for "materials/parts/whatever" of the scene

A quite nice article can be found on the german wikipedia side: http://de.wikipedia.org/wiki/Raytracing
polygonmanufaktur.de

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Re: Which render mode is closest to reality?

Post by galinette » Sat Jan 23, 2010 4:24 am

Yep : all algos converge to the same solution.

Depending on the scene, some converge faster, some slower. Also, for a noisy image (short render time), some algos generate somewhat esthetic noise, some do ugly noise. In my scenes with lot of glass, MLT generally converge faster, but the first images are uglier, because instead of making smooth uniform noise, it makes large colored strokes.

MLT was initially designed for scenes with highly indirect lighting, the case where it shines most is a room lit only through a slightly opened door. In these scenes, without MLT, most of your calculated samples end up with no contribution to the image.

Also, I have found that for complex glass pieces, with multiple internal reflections, MLT is also very effective (One example is dispersion_test.igs : without MLT, the images looks OK at the beginning, and some bright dots start to appear after some time. In fact, these bright dots would converge to a multireflection effect after a very very long time. MLT makes the renderer focusing its efforts on these reflections and spends more samples there, resulting in a much faster convergence).

I have made less tests of Bidi-NonBidi. But it appears that bidi helps when you have "concentrated" light sources, like bulbs and so on. When using envmaps with no very highly concentrated light spots, I have found bidi to slow down a lot the renderer with no benefit.

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Re: Which render mode is closest to reality?

Post by zeitmeister » Sat Jan 23, 2010 4:38 am

These are helpful infos, thank you!

What remains is the "confusing" naming of the modes between the manual and Cindigo.
fused?
Cheers, David



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Re: Which render mode is closest to reality?

Post by pixie » Sat Jan 23, 2010 5:20 am

zeitmeister wrote:These are helpful infos, thank you!

What remains is the "confusing" naming of the modes between the manual and Cindigo.
fused?
Could you elaborate on that?

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Re: Which render mode is closest to reality?

Post by zeitmeister » Sun Jan 24, 2010 8:34 am

Oh, me and my English... what do you exactly mean with "elaborate"?

Here's a screenshot of the renderer modes in Cindigo:
modes_cindigo.gif
modes_cindigo.gif (7.37 KiB) Viewed 5286 times
And in the official manual:
modes_manual_01.jpg
modes_manual_01.jpg (37.16 KiB) Viewed 5286 times
modes_manual_02.gif
modes_manual_02.gif (20.88 KiB) Viewed 5286 times
Cheers, David



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Re: Which render mode is closest to reality?

Post by pixie » Sun Jan 24, 2010 1:27 pm

Elaborate as in explaining it a bit further, just as you've done, thanks. Indeed it seem a bit dawning, I never thought it to be any difficult since I never checked the manual, and since only 4 modes are actually available I never expected it to be confusing, I was wrong... The QMC bit puzzles me a lot
Last edited by pixie on Sun Jan 24, 2010 2:05 pm, edited 1 time in total.

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Re: Which render mode is closest to reality?

Post by fused » Sun Jan 24, 2010 1:31 pm

QMC is always used when MLT is not.

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Re: Which render mode is closest to reality?

Post by pixie » Sun Jan 24, 2010 2:04 pm

The reason of my confusion is having 4 images while lacking the representation of MLT bidir and having 3 representations of PT while having just two PT modes and 2 MLT ones.

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Re: Which render mode is closest to reality?

Post by zeitmeister » Mon Jan 25, 2010 6:34 am

.... Exactly.
Cheers, David



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Re: Which render mode is closest to reality?

Post by Soup » Wed Jan 27, 2010 2:48 pm

Pictures are illustrated from Ono's sketches ;)

The pictures don't directly show the available modes. They show them separately. But it is confusing that it doesn't simply illustrate the modes that appear in the exporters.

Ok I whipped up a quick change, this reflects the options listed in your exporter.
Does that help? I want the manual to be as clear as possible
Attachments
pathtracing22.jpg
pathtracing22.jpg (118.92 KiB) Viewed 4972 times

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Re: Which render mode is closest to reality?

Post by CoolColJ » Thu Apr 22, 2010 1:28 pm

Bidirectional MLT is probably the most robust of all the methods

It can find and render complex light paths better than the other ones

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Re: Which render mode is closest to reality?

Post by dcm » Tue Apr 27, 2010 2:19 am

CoolColJ wrote:Bidirectional MLT is probably the most robust of all the methods

It can find and render complex light paths better than the other ones
word

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Re: Which render mode is closest to reality?

Post by zeitmeister » Tue Apr 27, 2010 2:41 am

Alright, thank you! :-)
Cheers, David



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Re: Which render mode is closest to reality?

Post by forgeflow » Tue Apr 27, 2010 4:02 am

CoolColJ wrote:Bidirectional MLT is probably the most robust of all the methods
It can find and render complex light paths better than the other ones
Except, it has a bit of bug regarding rendering of glass - it tends towards black edges, whereas rending with MLT alone does not produce this artifact. Sadly, rendering with MLT alone is also a lot slower than MLT BDir so you are still in the position of having to chose the right method to suit the scene.

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