Author Topic: Internal resolution question  (Read 4515 times)

2015-10-20, 00:02:58

Juraj

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Does internal resolution smooth the image even if highlight compression is set to 1= linear ?

I have some mental echo it downsampled from tone-mapped result, but maybe I confused that with something else ?
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2015-10-20, 09:44:56
Reply #1

Nejc Kilar

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This is not a definite answer at all but it should right? You are effectively increasing the resolution with which the render engine calculates the image (more pixels, more precision).

Going by the helpdesk I also get the feeling it should help (even if linear, the data is still there right?). I always imagined it as downsampling a super big render without having to deal with enormous file sizes as everything gets processed internally rather then externally...

That's my guess anyway, anyone else? :D
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2015-10-20, 11:12:35
Reply #2

maru

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I don't think highlight compression should matter here, but let's wait for Ondrej's scientific explanation. ;)
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2015-10-20, 11:41:40
Reply #3

pokoy

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Does internal resolution smooth the image even if highlight compression is set to 1= linear ?
Judging on how other renderers don't antialias nicely on hot pixels and how Corona does I'd say it will smooth the result regardless of the hl compression.

2015-10-20, 14:38:50
Reply #4

Ondra

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based on 3dsmax settings, the gamma correction could still happen before. And that one compresses highlights pretty well
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-20, 14:48:31
Reply #5

Juraj

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Well, I didn't quite get that. My 3dsMax settings are standard, as I supposed the same as everyone else, set in gamma 2.2 for all input maps. Corona by default also works and show the result in this space.
So is that enough to get benefit from framebuffer downsampling ?

Also, what is the average performance overhead for this ? Does it affect render times ? I once again barely remember it had mostly to do with memory consumption.

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2015-10-20, 15:28:10
Reply #6

Ondra

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ok I verified the code and there should be no change between internal res 1 and 2 when no non-linear parameters are used except for gamma 2.2
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-20, 15:43:13
Reply #7

Juraj

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ok I verified the code and there should be no change between internal res 1 and 2 when no non-linear parameters are used except for gamma 2.2

You confuse me again :- D

No change means it works the same, or doesn't do anything to image ?
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2015-10-21, 11:35:39
Reply #8

Ondra

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that you will get exactly the same image for the same time when using multiplier 1 and 2, provided you do not touch highlight compression/contrast
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-21, 11:43:17
Reply #9

Nejc Kilar

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that you will get exactly the same image for the same time when using multiplier 1 and 2, provided you do not touch highlight compression/contrast

Awesome! I feel dumb for asking this, but what about using 3+ multiplier values for internal res., does that changes things?
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2015-10-21, 11:43:51
Reply #10

Juraj

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Thanks, so I thought correctly :- )
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2015-10-21, 13:56:03
Reply #11

Ondra

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3+ is still the same, only uses way more memory
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-10-22, 19:56:33
Reply #12

Nejc Kilar

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3+ is still the same, only uses way more memory

Thank you Ondra :)
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