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Messages - maru

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11836
These are just my fantasies but it would be really cool to have some kind of programmable series of passes. So depending on my scene I would be able to run a sequence of passes with different settings for each (for example a few passes with lots of pts, then one or two adaptive passes to clean edges). I suppose this can be done now with VFB resume option. :)

11837
What does it do?

11838
[Max] Tutorials & Guides / Re: Albedo vs render time
« on: 2013-10-18, 11:05:13 »
You should never use 255 255 255 colour value for any materials, be it maps or colours. That's all.

If you are using a diffuse map with a dark bitmap loaded, then there is no need to reduce diffuse level.

11839
[Max] General Discussion / Re: Region render
« on: 2013-10-18, 11:01:37 »
If you are saying that a smaller region rendered clean faster than the whole frame then this is perfectly normal. :D

11840
It's late and my brain is on stand-by so I won't be able to answer to every post here but I just wanted to write that setting LSM to 1,0 usually pays off because in the same time given same amount of samples will be devoted to direct light and GI. When you raise LSM you make GI refine slower.

Raising LSM would be very useful if adaptivity worked efficiently - instead of checking neighbouring pixels' colour difference it would have to check pixel colour difference between given amount of passes - then after only a few passes, if there are no differences, direct light areas wouldn't be rendered at all and more cpu power would be devoted to GI. At least I think so.

I'd also like to see adaptivity in progressive mode working like in bucket mode - that some pixels are NOT RENDERED AT ALL if the threshold is fulfilled.

I got so spoiled with Corona, I even feel slightly negative opening Vray at the moment, which is funny, because I always laugh at people who get emotionally attached to anything.
Yeah, Corona is so adorable. Last time I had this with Brazil but it was some 10 years ago so I bet it was just a crush.

11841
[Max] Tutorials & Guides / Re: Albedo vs render time
« on: 2013-10-17, 22:24:08 »
Ok, so how do it rightly?
Do what?


Quote
set 255 on color and 0.7 on level? ore simply 179 on color?
should i reduce maps, reflection level?
For a pure white surface setting diffuse colour to 255 255 255 and diffuse level to 0,7 will be the same as setting colour to 179 179 179 and diffuse level to 1,0.

It is also not recommended to use 100% reflections and refractions.

11842
[Max] Tutorials & Guides / Path tracing samples VS passes
« on: 2013-10-17, 20:38:19 »
In Corona, when using using pt+pt or pt+hd, you have two main parameters responsible for image quality: "path tracing samples" and "passes". Generally, we can say that total number of samples used to render each pixel is PTS*passes. We know that each pass consists of sending a primary ray and then calculating secondary rays. That's why rendering an image with such settings: PTS: 100, passes: 1 will be faster than rendering an image like this: PTS: 1, passes: 100. Probably there won't be much difference in GI noise because number of used samples will be the same (100) but there will be significant difference in quality of geometry edges, thin lines, textures, generally antialiasing. So passes work basically like supersampling in conventional renderers. Each pixel is sampled with and averaged, this works like "subdividing" a pixel X times and averaging the output. So here is my question: does it make sense to render a final image with more than 16-32 passes? I know it depends on what kind of scene you have and what resolution you are rendering at. But generally, isn't rendering with 100 or more passes an overkill? The less passes you use, the faster the rendering will finish with the same GI quality, right? We want as little passes as possible. So here is my workflow:

1. I saved the HD cache solution to have the same results all the time. Then I determined (more or less, this is just a test ;) ) how many samples are required to render the GI noiseless - I set passes to 1 and increased PTS until the noise was acceptable. This time I decided it was 2048, but  it would really require even more.

2048 PTS x 1 PASS - time: 21:31:


2. Ok, so total 2048 samples are required to render nice cleanGI. Now - how much pixel subdivision is required for noisy edges to look nice? I did some test while still maintaining 2048 total samples. I increased passes (2, 4, 8, etc) and divided PTS by them (2048/2=1024, 2048/4=512, 2048/8=256 etc) so the GI quality was the same and antialiasing better. I found out that 16 passes are enough for very thin elements to look ok:

128 PTS x 16 passes - time: 24:40:


So in this case this is the optimal value. Increasing passes and decreasing PTS wouldn't increase quality, only time.

You can see that rendering the same image with 16PTS x 128 passes produces a very similar result but takes more time to render:

16 PTS x 128 passes - time: 28:50:


Hope it makes sense and maybe clarifies some Corona settings to new users.
Of course I encourage everybody to argue with me, shout at me and even disagree. ;)

11843
[Max] I need help! / Re: FAQ/tips
« on: 2013-10-17, 20:00:51 »
A good FAQ is still in the making. In the meantime you can look here:

http://corona-renderer.com/wiki/performance_debugging

I agree it would be a good idea to make some comprehensive documentation but there are two major problems with it:

-Corona is constantly changing
-It would take a lot of time to describe everything

Good news is that you can always ask on this forum (start a new thread or send a pm) and you will probably get answered quickly.

11844
[Max] Tutorials & Guides / Re: Albedo vs render time
« on: 2013-10-17, 19:49:33 »
Depends on what you call correct. ;)

I remember Rawalanche wrote some time ago that the most bright materials you can find in real life, like really bright paper or paint, have albedo value at about 0,75. So setting albedo to higher than that is probably unwanted.

The goal of these tests was not to determine what settings are more correct, just what is the impact on render time and the overall look of images.

Corona is intended for photorealistic rendering so if you call photorealism correct, then you should use max diffuse value of about 0,75. If you want some artistic effects and find out that setting albedo to 1,0 makes some objects look more interesting, then ok, but you may suffer from long render times or artefacts.

11845
Gallery / Re: A scenario exercise
« on: 2013-10-17, 18:51:19 »
I don't think it's a good idea to use "HD cache" as primary and secondary solver. :)

You should use "Path tracing" as primary solver and "HD Cache" as secondary for interior scenes.

In your scene it would be wiser to use "Path tracing" set as both primary and secondary solver.

11846
Work in Progress/Tests / Re: interior for soul in free time.
« on: 2013-10-17, 15:38:44 »
Are you using portals in your windows?

If your curtains have opacity maps you can also try giving them some translucency (try starting with white colour and low value like 0,1) - it should give your scene more light.

Thank, no portal, only sky & sun. portal=> plane with corona portalmtl?

Yes, cap a window hole with a plane with corona portalmtl. It's best to completely fill the hole (without any gaps) and it's important to use as little faces as possible, single face will be the best.

11847
Gallery / Re: Logo Animation
« on: 2013-10-17, 10:46:59 »
Technically the animations look correct (maybe the first one lacks contrast but maybe they wanted it to look like this) but the logos are horrible. Who designs such stuff today?

Anyway, how would you justify the choice of Corona for this project?

11849
[Max] Resolved Feature Requests / Re: Fast Preview Render
« on: 2013-10-16, 16:46:51 »

E.g. in VRay i could tune settings and achieve pics aprox the same quality, but slightly blurry and maybe noisy (depends on scene complexity) and it'll take 10-30min/pic 1080p on my 3770K 3,5GHz!


You can try rendering with low amount of path tracing samples (2-8) and unlimited passes or set passes to 1 and use high path tracing samples amount like 2000 or so.

Quote
Because it will come back being better than ever before :D
Can't wait!

11850
Gallery / Re: Interior 2
« on: 2013-10-16, 15:15:44 »
Einstein, Audrey and a pair making love. What a mix.

I think bump value is too high on most textures (floor, concrete wall, wooden wall) and floor is too shiny. Maybe try adding some more contrast? How about sunlight?

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