Author Topic: day and night test  (Read 13905 times)

2015-03-20, 15:55:50
Reply #15

Alexp

  • Active Users
  • **
  • Posts: 153
    • View Profile
I checked the scene too and didn't see any problems with geometry (I think boxes inside boxes should work fine - same for bubbles, right?) but fixing refractive blend materials should help.

I solve the my blend error. I create a new simple material and It works perfectly (thaks for this).
Now Im testing the scene with "thin glass" , wi'll see

2015-03-20, 16:14:48
Reply #16

ylucic

  • Active Users
  • **
  • Posts: 63
    • View Profile
I checked the scene too and didn't see any problems with geometry (I think boxes inside boxes should work fine - same for bubbles, right?) but fixing refractive blend materials should help.

I've learned not to trust imported geometry. They work well in some cases but not all that's imported its usefull.
For instance some glass boxes clash with the glass fence, so its far easy to edit just one box (i'll do extruded close splines probably) ...
Industrial Designer
SCL

2015-03-20, 16:56:48
Reply #17

Alexp

  • Active Users
  • **
  • Posts: 153
    • View Profile
I render a "thin" scene and "no_thin" scene, and here is the result:

Both scenes are 99 passes, with "thin" glass take 16"36' and with "no thin" 27"00'.

The direct_light pass look's good in both, but the indirect looks a bit dirt. what can I do to solve this?

And the shadow_pass has the same. If I increase the light subdiv. can I solve this?

Thanks in advance for your help

2015-03-20, 17:22:40
Reply #18

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12710
  • Marcin
    • View Profile
Direct pass is dependent on light samples multiplier.
Indirect pass - on GI vs. AA balance.

So if you want to improve the quality of indirect lighting within given amount of passes - you should increase GI vs. AA balance.

You can also try decreasing Light Samples Multiplier (but not much, I would say not less than 1) and see if the quality of direct lighting is visibly worse. It should make the rendering slightly faster.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-03-20, 17:25:45
Reply #19

Alexp

  • Active Users
  • **
  • Posts: 153
    • View Profile
Direct pass is dependent on light samples multiplier.
Indirect pass - on GI vs. AA balance.

So if you want to improve the quality of indirect lighting within given amount of passes - you should increase GI vs. AA balance.

You can also try decreasing Light Samples Multiplier (but not much, I would say not less than 1) and see if the quality of direct lighting is visibly worse. It should make the rendering slightly faster.

Thanks Maru, I'd try with 32 GI vs. AA and 10 Light Samples Multiplier

2015-03-20, 17:29:10
Reply #20

PROH

  • Active Users
  • **
  • Posts: 1219
    • View Profile
I think you should try 32 GI and 1,5 LSM instead. This way you'll have more indirect samples but the same amount of direct samples.

2015-03-20, 17:31:15
Reply #21

Alexp

  • Active Users
  • **
  • Posts: 153
    • View Profile
I think you should try 32 GI and 1,5 LSM instead. This way you'll have more indirect samples but the same amount of direct samples.

I will try too, Thanks.

And for the shadow_pass dirty??

2015-03-20, 17:36:42
Reply #22

romullus

  • Global Moderator
  • Active Users
  • ****
  • Posts: 8779
  • Let's move this topic, shall we?
    • View Profile
    • My Models
Why do you need that shadow pass?
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2015-03-20, 17:38:27
Reply #23

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12710
  • Marcin
    • View Profile
Thanks Maru, I'd try with 32 GI vs. AA and 10 Light Samples Multiplier
What? :D I hope "10 Light Samples Multiplier" is a typo as I suggested to lower it. :)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2015-03-20, 17:41:47
Reply #24

Alexp

  • Active Users
  • **
  • Posts: 153
    • View Profile
Why do you need that shadow pass?

Its only to know for what reason it looks dirty.

Thanks Maru, I'd try with 32 GI vs. AA and 10 Light Samples Multiplier
What? :D I hope "10 Light Samples Multiplier" is a typo as I suggested to lower it. :)

Sorry, its my fault. 32 GI, 1,5 LSM, 20 MSI, That's right XD
« Last Edit: 2015-03-20, 17:46:40 by abulimbre »

2015-03-20, 17:53:57
Reply #25

PROH

  • Active Users
  • **
  • Posts: 1219
    • View Profile
Well shadows are by nature "indirect". So better indirect passes should also improve the shadow passes. How to improve it even more... I don't know.

2015-03-24, 21:17:52
Reply #26

Alexp

  • Active Users
  • **
  • Posts: 153
    • View Profile
That's it, with your settings. I think its much better.

Cheers


2015-03-24, 22:13:41
Reply #27

PROH

  • Active Users
  • **
  • Posts: 1219
    • View Profile
It's much better. I like it :)

Only thing I can't figure out... How do you make the pond disappear in the day times?

2015-03-25, 02:28:58
Reply #28

Alexp

  • Active Users
  • **
  • Posts: 153
    • View Profile
It's much better. I like it :)

Only thing I can't figure out... How do you make the pond disappear in the day times?

I need to decide with or without pond ..., the image are in "working process".

2015-03-25, 02:53:28
Reply #29

PROH

  • Active Users
  • **
  • Posts: 1219
    • View Profile
With!