Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: rafpug on 2013-09-05, 19:06:31
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Video 640X480
.avi uncompressed
Range 0 to 80fr --> 20min.
PT+PT
Sampling PT 200 - Max intensity 20
progressiv rendering 15 sec
I wanted to ask:
Values which affect the definition of the map and which on the edge!?
The Path tracing samples that she is related to the Max.sample intensity?
For example a video resolution of 640x480 which values could be sufficient?
Thanks
Raf
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link video: http://www.filebox.com/qohhxw3ra9sq (http://www.filebox.com/qohhxw3ra9sq)
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PT samples 200 is EXTREMELY high value, use 16-32 to get optimal results in your scene
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Hi Ondra
thanks
But those high values type 200/400 relate to the definition of the pixels of a map or global illumination?
I ask, because I would like to understand these relationships: when and how to use a value from another!
and especially the progressive rendering
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After dinner try with PT 32 and leave everything as default!
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it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa
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it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa
It could be good idea to create some sort of flow-chart where people would navigate to what sort of scene they have: ie. exterier/interier/natural light/artificial light/many-few lights/dof-no dof/etc..and in the end would be suggested bracket of values of these paramaters.
I think there is currently lot of confusion in how to trade between PT samples/Light samples, and what would be some sort of "universal" settings akin to traditional unbiased renderers, if one wanted "one-button" solution (or is the default closest to this?)
The flexibility of Corona is amazing, in that, you tweak as little or as much as you want, but currently the guidelines for tweaking are blurry in the documentation.
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yes, the defaults work well almost every time, except for scenes with strong DOF
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yes, the defaults work well almost every time, except for scenes with strong DOF
Good to know this, generally was my experience too. I will market this for few minutes during my talk on Symp.in on Saturday morning, I think there will be some interest for this. I think especially 3d-UN-enthusiasts such as architecture students will particulary like this engine. I still remember my fondness of Octane when I switched from MentalRay in school. There is huge market in this segment, not rich, but huge en-masse, and as long as Corona rocks so much straight out of the box without any tuning, this is what people wanted.
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it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa
Hi Ondra
Video 640x480 ( 250 frame = time video 00:00:08sec )
PT+PT
PT samples 20 - Max samples intesity 6,0
Progressive rendering 00:00:16sec.
render scene = 01:10:00
Greats
Raf
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test video 640x480
http://www.dailymotion.com/video/x14a8tp_corona-renderer_creation (http://www.dailymotion.com/video/x14a8tp_corona-renderer_creation)
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good
you can also disable direct visibility of sunlight to get rid of some of the flares that pop in/out
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Good morning
Hi Ondra,
i disabled various parameters of Corona Sun to see the comparison!
If I disable all, the reflection of light shots you can get with a HDRI appropriate?
Environment overrides from !?
Thanks
Raf
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Sampling
PT samples 16/32
for values less than Max. sample intensity >definition
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Progressive Rendering
PR/frame
PR = 0h:0m:0sec
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it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa
Hi Ondra
Video 640x480 ( 250 frame = time video 00:00:08sec )
PT+PT
PT samples 20 - Max samples intesity 6,0
Progressive rendering 00:00:16sec.
render scene = 01:10:00
Greats
Raf
Compared to the previous values
the video will be set with the following settings
Aspect Ratio 640x480
PT+PT
PT samples 16 - Max samples intesity 0,07
Progressive rendering 00:00:08sec.
Sun disable
render scene total = 00:33:00
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In the meantime, I'm going to grab a coffee at the bar ^ _ ^
... who are curious about what will come out of this incredible Corona!
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Aspect Ratio 640x480
Frame 250 (08 sec. of video)
Time scene render 00:00:38min.
Ondra,
about the sun light,
most likely also depends on the animated material that I have included in the scene.
I have to see him again for good!
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http://www.dailymotion.com/video/x14bpvx_test-animation-corona_creation (http://www.dailymotion.com/video/x14bpvx_test-animation-corona_creation)
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"This video has been age-restricted based on our Community Guidelines"
... Am I supposed to see some genitals in the shape?
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Hi Ondra,
also the first video of this morning.
We have to wait after which make it public.
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"This video has been age-restricted based on our Community Guidelines"
... Am I supposed to see some genitals in the shape?
...lol ^_^
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Aspect Ratio 640x480
Progressive rendering 00:00:08
250frames (08sec. of video) = 38min. video rendering
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Aspect Ratio 640x480
Progressive rendering 00:00:20
250frames (08sec. of video) = 85min. video rendering
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Aspect Ratio 640x480
Progressive rendering 00:00:56
250frames (08sec. of video) = 02h. video rendering
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Aspect Ratio 640x480
Progressive rendering 00:00:56
250frames (08sec. of video) = 02h. video rendering
sorry ... a distraction, Time 04h. video rendering
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Good morning
These 8sec. are dedicated to the work of the staff that they are doing an excellent CoronaRenderer rendering engine both in quality and in speed.
Aspect Radio 640x480PT+PT
Time segment 0 to 250frame - format .avi uncompressed
PT samples 16 - Max. samples intensity 0,07
Progressive rendering 00:00:56
Color mapping:
Exp. -2,0 Contrast 2,82 HighLight 0,3
Corona Sun --> disable all visible
HDRI Environment overrides
http://www.dailymotion.com/video/x14csko_corona-renderer-test-animation_creation (http://www.dailymotion.com/video/x14csko_corona-renderer-test-animation_creation)
Thanks
Raf
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Max. samples intensity
PT samples default
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work in progress
PT samples 32 Max. samples rendering 12
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Good morning
Aspect Ratio 1280x720 HD
( 08sec. ) Max. samples rendering 00:01:20 = 5h:30min.
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verification pixel resolution
conversion by QuickTime in HD 264
Aspect Ratio original 1080x720
HD 720
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verification pixel resolution
conversion by QuickTime in HD 264
Aspect Ratio original 1080x720
HD 720
Uncompressed video aspect ratio 1080x720 and has a size of 744Mb
converted from Quicktime HD.264 -> 26.7 Mb size for Youtube HD
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Unifamiliar house Animation Aspect Ratio 1280x720 HD
inside/outside with textures and global illumination, etc. ..!
I enclose the model schema
Greats
Raf
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Global Illumination
Configuration Renderer
Comparison
--> Progressive -- PT+PT / PT+HD
--> Bucket -- PT+PT / PT+HD
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Renderer : PROGRESSIVE
PT+HD
progressive rendering 00:01:16
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I chose to 6 sequences, 2 frames with more brightness and less noise effect based 1m.16sec (progressive rendering)
A = PTs 32 Max.s 20
GI: HD CACHE 2 - 50 - 10 - 2 - 1000 Secondary 2 - 5 - 3 - 0.9 - 0 Time: 0:01:17 | Passes: 12
B= PTs 32 Max.s 20 + LSm 10
GI: HD CACHE 2 - 50 - 10 - 2 - 100 Secondary 2 - 20 - 3 - 0.9 - 0 Time: 0:01:21 | Passes: 4
AB comparisons before the test to the Time/Passes/Quality
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A = PTs 32 Max.s 20
GI: HD CACHE 2 - 50 - 10 - 2 - 1000 Secondary 2 - 5 - 3 - 0.9 - 0 Time: 0:01:17 | Passes: 12
Changed Parameters:
A = PTs 32 Max.s 20
GI: HD CACHE 0.2 - 512 - 10 - 2 - 3000 Secondary 2 - 5 - 3 - 0.9 - 0 Time: 0:01:17 | Passes: 12
Progressive Rendering 0:01:16 Passes 0
Time rendering "effective" remains unchanged 0:01:17
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B= PTs 32 Max.s 20 + LSm 10
GI: HD CACHE 2 - 50 - 10 - 2 - 100 Secondary 2 - 20 - 3 - 0.9 - 0 Time: 0:01:21 | Passes: 4
Changed Parameters:
B= PTs 32 Max.s 20 + LSm 10
GI: HD CACHE 2 - 45 - 10 - 2 - 4000 Secondary 2 - 20 - 3 - 0.9 - 0 Time: 0:01:20 | Passes: 4
Progressive Rendering 0:01:16 Passes 0
a second less 0:01:20
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Method : PROGRESSIVE PT+HD
Aspect Ratio 640x480
Progressive rendering
Time limit 0h:01m:16s
Pass limit 0
comparison tests
D (default) = PTs 16 Max.s 20
GI: HD CACHE 1 - 256 - 3 - 2 - 100 Secondary 2 - 20 - 3 - 0.9 - 0 Time: 0:01:23 | Passes: 22
A = PTs 32 Max.s 20
GI: HD CACHE 0.2 - 512 - 10 - 2 - 3000 Secondary 2 - 5 - 3 - 0.9 - 0 Time: 0:01:17 | Passes: 12
B= PTs 32 Max.s 20 + LSm 10
GI: HD CACHE 2 - 45 - 10 - 2 - 4000 Secondary 2 - 20 - 3 - 0.9 - 0 Time: 0:01:20 | Passes: 4
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'Arithmetic Mean'
Formula: Arithmetic Mean = sum of elements / number of elements
= a1 + a2 + a3 + ... + an / n
Example to find the Arithmetic Mean of 3, 5, 7.
Step 1: The sum of the numbers are:
3 + 5 + 7 = 15
Step 2: The total numbers are:
There are 3 numbers.
Step 3: The Arithmetic Mean is:
15 / 3 = 5
Formula = GI Arithmetic Mean
= aD + aA + aB / n
Renderer :PROGRESSIVE
PT + HD
PTsamples 26
Max. samples intensity 20
Lights
Samples Multipler 4,666
Progressive Rendering
Time limit 00:01:20
GI: HD CACHE 1,067 - 271 - 7 - 2 - 2367 Secondary 2 - 15 - 3 - 0.9 - 0 Time: 0:01:27 | Passes: 10
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Comparison Tests
PT + HD
A = Default
B = Mean
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Hi Ondra,
I wanted to ask:
passing from method PT+HD to method PT+PT, the last values are assigned to the secondary GI ?
Or return all to default by assigning PT+PT ?
Thanks
Raf
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Consider from this last base B, to make comparisons with other methods in function of the Time limit 00:01:20 and Time effective ..Xn
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Method PT+PT
The example is based on the last render (B =Mean.jpg)
I made the method PT + PT
Time limit of the test is 00:01:20
With the method PT+PT Time limit corresponds to the actual time of rendering !
Time: 0:01:20 | Passes: 6
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Compare PT+HD PT+PT
Time limit 00:01:20
PT+HD = Time: 0:01:27 | Passes: 10
PT+PT = Time: 0:01:20 | Passes: 6
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Compare PT+HD PT+PT
Time limit 00:01:20 ( X2 )
PT+HD = Time: 0:01:27 | Passes: 10
PT+PT = Time: 0:02:40 | Passes: 12
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Compare PT+HD PT+PT
Time limit 00:01:20 ( X5 )
PT+HD = Time: 0:01:27 | Passes: 10
PT+PT = Time: 0:06:00 | Passes: 28
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Compare PT+HD PT+PT
Time limit 00:01:20 ( X7 )
PT+HD = Time: 0:01:27 | Passes: 10
PT+PT = Time: 0:08:40 | Passes: 39
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The test proceeds in the opposite direction
PT+PT PT+HD
Time limit 00:01:20 ( Xn )
PT+PT = Time: 0:08:40 | Passes: 39
PT+HD = Time: 0:01:27 | Passes: 10
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Compare PT+PT PT+HD
Time limit 00:01:20 ( X3 ) = 00:03:60
PT+PT = Time: 0:08:40 | Passes: 39
PT+HD = Time: 0:04:07 | Passes: 29
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Test Renderer : PROGRESSIVE
While keeping fixed the values of the secondary GI and moving from method to method PT+PT PT+HD the test result was as follows :
PT+HD the method is faster and well defined !
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Speed ratio PT+HD is 1,79 compared to the method PT+PT
About twice as fast
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Speed ratio PT+HD is 1,79 compared to the method PT+PT
About twice as fast
that is extremely dependent on a scene. I think you overall focus too much on a specific scene and a specific implementation of HD cache, that will certainly change in the future ;)
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Hi Ondra,
This test I need to figure out how to optimize time video/photo
Here, the comparison function of time
Time limit 00:01:20 ( X9 ) = 10,8 (11min.)
Method Progressive PT+HD Aspect Ratio 16:9 Size 1920x1080
(11min.)
PT+HD = Time: 0:11:40 | Passes: 12 --> 0,8869 sec. / xPasses
(20min.)
PT+HD = Time: 0:20:40 | Passes: 23 --> 0,8869 sec. / xPasses
(30min.)
PT+HD = Time: 0:30:39 | Passes: 35 --> 0,8682 sec. / xPasses
(40min.)
PT+HD = Time: 0:40:41 | Passes: 43 --> 0,9397 sec. / xPasses
The mean 0,8955 sec. / xPasses
With a size of 1920x1080
the CPU did not have temperature problems was maintained within the limits Temperature CPU °67/°68
Beforehand:
Bucket testing with PT+PT + size 640x480 and Time limit 18min
noted repeatedly warning the seventh minute onwards CPU °72
http://www.youtube.com/watch?v=TDQmUj8-no4 (http://www.youtube.com/watch?v=TDQmUj8-no4)
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Speed ratio PT+HD is 1,79 compared to the method PT+PT
About twice as fast
that is extremely dependent on a scene. I think you overall focus too much on a specific scene and a specific implementation of HD cache, that will certainly change in the future ;)
Until now I have never used Vray, Maxwell, Indigo, ect .. to the end, because they seemed too slow!
I always simulated the scene with standard lights max and various tricks
But CoronaRender is another way ^ _ ^...
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Hi Ondra,
I applied a light personalized .ies
Using either the default PT+PT PT+HD light central difficulty to fade. (right / left not) you see in the image.
The lights are clones as instances
Thanks
Raf
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Hello
I saw that changing the values of Corona Setting,
in Material Editor slot defaul CoronaMtl changes appearance.
So everything is according to the setting parameters of the interface?
This aspect, which may affect the final scene and rendering speed?
Greats
Raf
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No, it's just quality of materials displayed in mat editor. :)
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No, it's just quality of materials displayed in mat editor. :)
Hi maru ^_^
Thank you very much
Raf
*..maru all right?*
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Good morning
The next Test of the method Bucket,
waiting to be released version Alpha6 because I do not have access to the daily build
Bucket ---> PT+PT
Bucket ---> PT+HD
base reference Thread
http://forum.corona-renderer.com/index.php/topic,1380.msg10176.html#msg10176 (http://forum.corona-renderer.com/index.php/topic,1380.msg10176.html#msg10176)
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Good evening
Hi Ondra,
in the previous example, the light .ies central presents more bright spots.
Observation:
After several tests, this effect is due to interference of the light beam projected on the sculpture.
I did not understand what the problem was.
I added a line element composed of 500 lights and the effect was accentuated more noice.
This effect of noise on the light would disappear by increasing the rendering time?
PT+HD Time limit 10/11min. (Test)
Showing difference before and after the 500 lights
Greats
Raf
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Enclosure:
before and after effect noice ... where you can see the light. ies
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Comparison
Preview rendering "Crop" 11min
A = all values light
B = disable refraction
- With the crop can not see the effect of noise in the light
- With the rendering integer 20min still remains the effect noise
(see attached image)
Test - rendering 20min. Time limit - is present the effect noise
(see attached image)
Possible that the problem depends on the cam (Dof)?
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example
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test DOF disable
does not change!
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DOF disable example
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scene
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Hi Ondra,
from which parameter depends on the amount or the pixel size as in the picture?
Thanks
Raf
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PT+HD
Time limit 30min | Size 2500x1875
Time 0:30:19 | Passes 31
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Hi Ondra,
from which parameter depends on the amount or the pixel size as in the picture?
Thanks
Raf
what do you mean by "pixel size"?
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I hope to make me understand (sorry for the incorrect english)
For a higher resolution and compactness of pixels,
there is a parameter that improves the image quality?
Or the quality of the final rendering depends on length of time?
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I still dont understand. You are showing zoomed-in portion of an image. The only way to make it better is to increase the resolution
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Thus increasing the resolution
type from 640x480 to 2500x1875 changes the image quality.
The value of antialiasing, the PT method conforms to the parameters VFB setting?
--- > AA - Image filter?
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I am really sorry, I just cannot understand you. You either need to find better translator, or learn english.
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Sorry Ondra,
what does that mean, the subdivisions ..?
by Rawalanche
http://forum.corona-renderer.com/index.php/topic,1380.msg10176.html#msg10176 (http://forum.corona-renderer.com/index.php/topic,1380.msg10176.html#msg10176)
Makes reference to the quality of the pixels?
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that is AA samples, which determine how jagged will be the edges/DOF/motion blur
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PT+HD
Time Limit 15min.
Daylight Sistem ---> CoronaSun+Skylight
Time 0:15:13 | Passes 40
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that is AA samples, which determine how jagged will be the edges/DOF/motion blur
ahhhh ....
Thank you very much Ondra
you've been very kind and patient
You are always the best ^ _ ^
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...it is powerful CoronaRenderer !!
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Good morning
The method PT+HD proved to be efficient in both speed and quality.
CPU temperature normal.
The next test will be done on reflective objects refractive.
Good day to all
Greats
Raf
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Good evining
Hi Ondra,
question about rendering with the environment background image in viewport and Corona
A - Environment Background in Viewport + CoronaLight = OK
B - Environment Background in Viewport + Daylight Sistem -->CoronaSun+SkyLight = OK
C - Environment Background in Viewport + CoronaSun = OK
D - Environment Background in Viewport with Post Processing becomes a problem
There is a method for both day and night use:
- include and exclude the from the post processing Environment Background being rendered?
- and calculate the exposure of Environment background with the scene?
PS: "Without going to Photoshop"
Thanks
Raf
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Step later, I continue to work
Greetings
Raf
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This background is not a 32-bit file, right?
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Hi maru
I have to check when I get back home this evening .
Maybe it will be 32bit
Thanks
Raf
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This background is not a 32-bit file, right?
Hi maru,
I checked.
They gave me a photo 24bit !
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So the mystery is solved?
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Hi maru
The mystery of the 24 and 32 bit, you solved ^ _ ^
Is always the possibility to render the background environment excluding or including the Light in Post Processing
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Hi maru,
This example of Alex Twigg would be my initial question, the report physical environment background in the scene,
See many interior, but few outside in relation to the object to be integrated.
I attach video tutorial
Greats
Raf
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Work in progress
Render with Environment Background in Viewport
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BUCKET method
The test is performed on the last base of the progressive method PT+HD
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COMPARE
PROGRESSIVE PT+HD
BUCKET (DEFAULT) PT+HD
Time limit 00:01:20
PT+HD = Time: 0:01:28 | Passes: 10
BUCKET = Time: 0:01:28 | Passes: 1
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VALUES BUCKET Min.@Max
Time Limit 0:01:20
A = Values min.
BUCKET = -6 1 0,00
B = Values max.
BUCKET = 10 10 1,0
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VALUES BUCKET Min.@Max.
Passes 1
A = Values min.
Bucket = -6 1 0,00 | Time: 0:06:09 | Passes: 1
B = Values max.
Bucket = 10 10 1,0 | Time: 0:20:58 | Passes: 1
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Hi,
for those of you who have access to daily builds, functionality of bucket rendering has been partially fixed, and it is now very easy to use.
Basically:
Subdiv AA sets the base AA quality.
Adaptive threshold sets how significant difference in the pixel value needs to be for adaptive refinement to occur.
Adaptive steps set the amount of adaptive steps each of which will refine the bucket further.
So if you set subdiv AA to 4, adaptive steps to 4 and adaptive threshold to 0.02, then:
- initial adaptive step will be rendered constantly using 4 subdivs per pixel
- next adaptive step will sample any pixels with difference larger than 0.02 with additional 4 subdivs set in subdiv AA
- and two more adaptive steps will proceed looking for any pixels with difference larger than 0.02, and keep refining them using 4 more AA subdivs
http://forum.corona-renderer.com/index.php/topic,1380.msg10176.html#msg10176 (http://forum.corona-renderer.com/index.php/topic,1380.msg10176.html#msg10176)
Optimal values provided by Rawalanche : Noise absent
AA 4 Ast. 4 Ath. 0,02 | Time: 0:17:15 | Passes: 1
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1 TEST
Passes: 3
for negative values of AA greater noise
for positive values of AA minor noise
AA>=Ast 0,15 <Ath> 0,02
AA >=3
Ast >=2
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2 TEST
Passes 1 Size 640x480
A = AA 6 Ast. 3 Ath. 0,10 | Time: 0:10:36 | Passes: 1
B = AA 6 Ast. 3 Ath. 0,08 | Time: 0:12:31 | Passes: 1
C = AA 8 Ast. 4 Ath. 0,15 | Time: 0:12:33 | Passes: 1
D = AA 4 Ast. 4 Ath. 0,02 | Time: 0:17:27 | Passes: 1
E = AA 9 Ast. 3 Ath. 0,08 | Time: 0:20:32 | Passes: 1
F = AA 8 Ast. 3 Ath. 0,06 | Time: 0:21:44 | Passes: 1
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A = AA 6 Ast. 3 Ath. 0,10 | Time: 0:10:36 | Passes: 1
B = AA 6 Ast. 3 Ath. 0,08 | Time: 0:12:31 | Passes: 1
C = AA 8 Ast. 4 Ath. 0,15 | Time: 0:12:33 | Passes: 1
D = AA 4 Ast. 4 Ath. 0,02 | Time: 0:17:27 | Passes: 1
E = AA 9 Ast. 3 Ath. 0,08 | Time: 0:20:32 | Passes: 1
F = AA 8 Ast. 3 Ath. 0,06 | Time: 0:21:44 | Passes: 1
Passes 1 Size 1920x1080 | Time: 2:01:09
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3 TEST
Passes 4 Size 640x480
G = AA -3 Ast. 3 Ath. 0,07 | Time: 0:09:55 | Passes: 4
H = AA 3 Ast. 2 Ath. 0,15 | Time: 0:12:31 | Passes: 4
D = AA 4 Ast. 4 Ath. 0,02 | Time: 0:17:27 | Passes: 1
I = AA 4 Ast. 2 Ath. 0,09 | Time: 0:19:02 | Passes: 4
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G = AA -3 Ast. 3 Ath. 0,07 | Time: 0:09:55 | Passes: 4
H = AA 3 Ast. 2 Ath. 0,15 | Time: 0:12:31 | Passes: 4
D = AA 4 Ast. 4 Ath. 0,02 | Time: 0:17:27 | Passes: 1
I = AA 4 Ast. 2 Ath. 0,09 | Time: 0:19:02 | Passes: 4
Passes 3 Size 1920x1080 | Time: 1:37:03
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G = AA -3 Ast. 3 Ath. 0,07 | Time: 0:09:55 | Passes: 4
H = AA 3 Ast. 2 Ath. 0,15 | Time: 0:12:31 | Passes: 4
D = AA 4 Ast. 4 Ath. 0,02 | Time: 0:17:27 | Passes: 1
I = AA 4 Ast. 2 Ath. 0,09 | Time: 0:19:02 | Passes: 4
Passes 1 Size 1920x1080 | Time: 1:58:57
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Method : BUCKET PT+HD
Base Size 1920x1080
comparison tests - Area to Render :Region
A = AA 4 Ast. 4 Ath. 0,02 | Time: 1:58:57 | Passes: 1
B = AA 4 Ast. 2 Ath. 0,09 | Time: 1:37:03 | Passes: 3
C = AA 9 Ast. 3 Ath. 0,08 | Time: 2:01:09 | Passes: 1
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'Arithmetic Mean'
A = AA 4 Ast. 4 Ath. 0,02 | Time: 1:58:57 | Passes: 1
B = AA 4 Ast. 2 Ath. 0,09 | Time: 1:37:03 | Passes: 3
C = AA 9 Ast. 3 Ath. 0,08 | Time: 2:01:09 | Passes: 1
_______________________________________________
TEST = AA 5,66 Ast. 3 Ath. 0,05 | Time: 0:00:00 | Passes: 1
The test will be performed around these values, Time and quality!
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Test Bucket values
5 <AA> 6 Ath. = 3 0.04 <Ast.> 0.06
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Size 640X480 Passes 1
A = AA 5 Ast. 3 Ath. 0,06 | Time: 0:11:54 | Passes: 1
B = AA 5 Ast. 3 Ath. 0,05 | Time: 0:12:52 | Passes: 1
C = AA 5 Ast. 3 Ath. 0,04 | Time: 0:13:29 | Passes: 1
D = AA 6 Ast. 3 Ath. 0,06 | Time: 0:14:57 | Passes: 1
E = AA 6 Ast. 3 Ath. 0,05 | Time: 0:16:29 | Passes: 1
F = AA 6 Ast. 3 Ath. 0,04 | Time: 0:17:32 | Passes: 1
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Size 1920x1080
A = AA 5 Ast. 3 Ath. 0,06 | Time: 0:11:54 | Passes: 1
B = AA 5 Ast. 3 Ath. 0,05 | Time: 0:12:52 | Passes: 1
C = AA 5 Ast. 3 Ath. 0,04 | Time: 0:13:29 | Passes: 1
D = AA 6 Ast. 3 Ath. 0,06 | Time: 0:14:57 | Passes: 1
E = AA 6 Ast. 3 Ath. 0,05 | Time: 0:16:29 | Passes: 1
F = AA 6 Ast. 3 Ath. 0,04 | Time: 0:17:32 | Passes: 1
| Time: 0:13:29 | X2 | X3 | = 79min.
C = AA 5 Ast. 3 Ath. 0,04 | Time: 1:19:22 | Passes: 1
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Size 1920x1080
A = AA 5 Ast. 3 Ath. 0,06 | Time: 0:11:54 | Passes: 1
B = AA 5 Ast. 3 Ath. 0,05 | Time: 0:12:52 | Passes: 1
C = AA 5 Ast. 3 Ath. 0,04 | Time: 0:13:29 | Passes: 1
D = AA 6 Ast. 3 Ath. 0,06 | Time: 0:14:57 | Passes: 1
E = AA 6 Ast. 3 Ath. 0,05 | Time: 0:16:29 | Passes: 1
F = AA 6 Ast. 3 Ath. 0,04 | Time: 0:17:32 | Passes: 1
| Time: 0:16:29 | X2 | X3 | = 97min.
E = AA 6 Ast. 3 Ath. 0,05 | Time: 1:34:16 | Passes: 1
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Comparison
Method : BUCKET PT+HD
by tests carried out, the result was as follows:
casuistry
a) for negative values of AA greater noise
for positive values of AA minor noise (uniform effect in relation to Ath.)
b) AA>=Ast. 0,15 <Ath.> 0,02
c) with values of 3 <AA> 2 and Ast.= 2 required minimum 5 Passes
with values of AA= 4 and Ast.= 2 required minimum 3/4 Passes
d) with values of AA>= 4 and Ast.>= 3 required minimum 1 Passes (Passes> 1 the higher the rendering time)
List, I report the comparison of some selected values on a base Size 1920x1080 :
A = AA 5 Ast. 3 Ath. 0,04 | Time: 1:19:22 | Passes: 1
B = AA 6 Ast. 3 Ath. 0,05 | Time: 1:34:16 | Passes: 1
C = AA 4 Ast. 4 Ath. 0,02 | Time: 1:58:57 | Passes: 1
D = AA 4 Ast. 2 Ath. 0,09 | Time: 1:37:03 | Passes: 3
E = AA 9 Ast. 3 Ath. 0,08 | Time: 2:01:09 | Passes: 1
Of course, the times are always in function of the hardware in use and the size of the rendering and setting GI secondary
-
TEST with and without Bucket
Reference for comparison
with Bucket
B = AA 6 Ast. 3 Ath. 0,05 | Time: 1:34:16 | Passes: 1
-
Hi Ondra,
a question:
the method Bucket, is a method based on data compression?
Thanks
Raf
-
data compression? What? Probably a bad translation, but anyways, there is nothing even remotely related to data compression in rendering or corona
-
Thank Ondra,
therefore, no compression pixels or data loss!
I asked because there is one thing that I would understand with you and Rawalanche.
Time to finish the final rendering with the Progressive method for comparison.
-
TEST with and without Bucket
Reference for comparison
with method Bucket PT+HD
A = AA 6 Ast. 3 Ath. 0,05 | Time: 1:34:16 | Passes: 1
with method Progressive PT+HD
B = Time Limit: 1:34:16 | Passes: 98
Progressive with the method, the scene is brighter and the noise effect is more uniform.
Bucket with the method, the angle of the wall, we do not perceive
-
TEST with and without Bucket
A B comparison
-
TEST with and without Bucket
The image A, has left an artifact (in the middle at a right angle - this angle is repeated for all test method with Bucket)
Progressive with the method ( with Time Limit 2h or 3h , this artifact is not seen )
-
TEST with and without Bucket
TEST N° 2
with method Bucket PT+HD
A = AA 4 Ast. 4 Ath. 0,02 | Time: 1:58:57 | Passes: 1
with method Progressive PT+HD
B = Time Limit: 2:38:56 | Passes: 168
C = Time Limit: 3:51:15 | Passes: 241 (Extrem)
The image A, is always dark, has left an artifact ( the angle of the wall, we do not perceive)
-
Test result --> Progressive - Bucket
Progressive PT+HD
the method is more stable and efficient
-
I listen to some music
http://it.delicast.com/radio/Bulgaria/elettronica/EILO_Progressive_Radio (http://it.delicast.com/radio/Bulgaria/elettronica/EILO_Progressive_Radio)
-
Good morning
Artifact
Test ---> Bucket - Progressive
-
This anomaly,
occurs on tests carried out by the method bucket
-
I add my observation of this test
Bucket that is really impressive!
-
Hi Ondra,
VFB in the image is in a way
saving the image appears to me in another way (darker)
only lights in the scene .ies and emission material
- The base of the light. Ies you can make it invisible?
Greats
Raf
-
As far as I remember, you can untick "show CoolLines (R) (TM) in viewport" to hide IES shape.
Your image is darker after saving probably because you messed something with gamma. If you are saving to .jpg make sure you are using gamma 2.2 EVERYWHERE.
-
yes maru
I checked
control again
-
Bucket
AA = 4 Ath. = 2 Ath. = 0,09 | Passes:3 |
1Passes / 0:01:01
Thanks maru
I have used this method to check
http://www.cg-blog.com/index.php/2013/06/08/gamma10-max2014.htm (http://www.cg-blog.com/index.php/2013/06/08/gamma10-max2014.htm)
-
Hi Ondra,
What indicates the Rays/s ?
Thank
Raf
-
Bucket + Dof
AA = 4 Ath. = 2 Ath. = 0,09 | Passes: 5 |
1Passes / 0:01:07
-
Test Bucket + Dof
-
see http://corona-renderer.com/wiki/performance_debugging
-
Hi Ondra,
Thank you very much!
-
Nice guide!...Thanks
Are you the number one
Good night
-
Hi Ondra,
CoronaLight ( .ies ) Rectangel light - Visible
The Rectangel light is visible only when you apply the light .ies
-
The scene is no post processing
only lights .ies
-
test
-
AA = 4 Ath. = 2 Ath. = 0,09 | Passes: 7 |
Good night
-
Hi Ondra,
CoronaLight ( .ies ) Rectangel light - Visible
The Rectangel light is visible only when you apply the light .ies
rectification
-
sorry,
.gif correct
-
PT+HD
Time Limit 15min.
Daylight Sistem ---> CoronaSun+Skylight
Time 0:15:13 | Passes 40
Good morning
I have a question to ask
it is possible that after upgrading SP3 max2014 there are problems with VFB?
VFB +with Crop
I post some pictures of reference
-
VFB without Crop
(but with difficulty in reading the passes-memory-rays and picture zoom)
-
I did a test on another file, and it's all ok
size 2500x1875 with Crop
But it is strange, the last rendering option Crop worked
http://forum.corona-renderer.com/index.php/topic,1486.msg11852.html#msg11852 (http://forum.corona-renderer.com/index.php/topic,1486.msg11852.html#msg11852)
file Test VFB :I post some picture of reference
2500X1875 with Crop
-
Hi Ondra,
the link refers to video demonstration VFB, where I found this anomaly
http://videobam.com/haeCU (http://videobam.com/haeCU)
-
Output Size
1900x1425 ok
-
Output Size
2500x1875
the problem starts
-
After several attempts and tests
applying the Crop option, the window VFB has display problems
begin artifacts ...Zoom does not work, the time bar is not read, difficulty seeing rendering preview etc..etc
-
Crop
-
Check your CPU temperature.
-
Hello listy
The system has not reported CPU temperatures beyond the limit,
even at temperatures of 72 ° C has never given problems.
One two three days I used the Crop, and I saw that the VFB has display problems
It 'a mystery ^_^
Thank
Raf
-
-
Solved
(I just have to increase the RAM to have a size of render Width 6000/8000 pixels)
currently my PC has only 8Gb Ram
I used an old MAXScript 2003 "RenderEffect" that can be changed, using the extension. Jpg. Exr. Bmp ...
also you can divide the area of rendering from 1 to 10 parts (edit)
___________________________________________________________________________________
(
rollout params "BIGRender Parameters" (
group "Output Size" (
spinner tamH "Width: " align:#left range:[0,99999,640] type:#integer fieldWidth:50
spinner tamV "Height:" align:#left range:[0,99999,480] type:#integer fieldWidth:50
)
group "Subdivision"(
spinner subdivH "Subdivide Horizontal by: " align:#left range:[1,10,1] type:#integer fieldWidth:40
spinner subdivV "Subdivide Vertical by: " align:#left range:[1,10,1] type:#integer fieldWidth:40
)
group "Render"(
button filsav "Save as..."
checkbox vf "Display Renders" checked:false
edittext akita "" enabled:false
button rend "RENDER" enabled:false
label tantode "0/0" align:#left
progressBar barra
)
group "About"(
label sobre "BIGRender"
label sobre1 "Tomas Cayuela Caudevilla"
label sobre3 "Discreet Training Instructor"
label sobre2 "tomasc@salleurl.edu"
label sobre4 "This Plugin is FREEWARE"
)
on filsav pressed do(
filenam=getSaveFileName caption:"Save as:" types:"BMP(*.bmp)|*.bmp|"
akita.text=filenam
rend.enabled=true
)
on rend pressed do(
barra.value=0
prog=0
rend.enabled=false
sH=tamH.value/subdivH.value
sV=tamV.value/subdivV.value
for j=1 to subdivV.value do(
for i=1 to subdivH.value do (
if keyboard.escPressed then exit
a=(j-1)*sV
b=(i-1)*sH
c=j*sV
d=i*sH
indexH=i-1
indexV=j-1
arx_nom=getfilenameFile akita.text
arx_path=getfilenamePath akita.text
arxiu = arx_path + arx_nom + indexV as string + indexH as string + ".bmp"
render vfb:vf.checked outputfile:arxiu outputwidth:tamH.value outputheight:tamV.value renderType:#crop region:#(b,a,d,c)
barra.value=barra.value+(100.0/(subdivH.value*subdivV.value))
prog=prog+1
prog2=subdivH.value*subdivV.value
progf=prog as string + "/" + prog2 as string
tantode.text=progf
)
barra.value=barra.value+(100.0/(subdivH.value*subdivV.value))
)
barra.value=100
)
)
)
_______________________________________________________________________________
using this script, the VFB, shows no artifact: ok zoom, image display ok, time bar ok
place two examples
Size 3000x2250
Size 5200x3900 with subdivH 2 , subdivV. 1
-
-------------------------------------
--- BIGRENDER ---
-------------------------------------
-- Make a "infinite" render without--
-- memory problems and compose it --
-- after rendering. --
-------------------------------------
-- Author : Tomas Cayuela --
-- August 2003 --
-- tomasc @ salleurl.edu --
label sobre4 "This Plugin is FREEWARE"
-------------------------------------
-
Test seize with BigRender
i7-2600K CPU @ 3.40Ghz - Ram 8Gb
"all depending on the hardware and Ram"
. with complex scenes (geometry, materials) on 8Gb of RAM can render up to max 5300px withd
. with less complex scenes you can also render to 6000/9000 px...
Method Default PT+PT
2 Passes
+ Dof
CPU temperature within the limits!
Greats
Raf
place two examples (test)
VFB had no problems
-
Hey rafpug,
Have you tried using Bucket renderer for animation?
After some testing I found out that using the Bucket method helps with noise by adding adaptation, while still maintaining the advantages of an unbiased solution as opposed to using HD. Plus its relatively fast..
Under "Renderer: Bucket" settings try something like:
subdiv AA: 2-6 (Overall Quality)
adaptive steps: 2-6 (Adaptation)
apaptive thresh.: Higher values increase adaptation as opposed to lower..
You might need to experiment with the above values a bit to get optimal results but generally higher values give better results but takes longer to finish the pass..
If you test the above method let us know of the results any info will be much appreciated since I'm still experimenting as well..
-
Hello Eian
Your animation is a sequence of images (with the next step, use a video editing) or by calculating the output video directly from 3dstudio?
Which of these two methods are you using?
The video size you are using?
Regarding the method, one can use both the progressive that the bucket, but it must reason in a different manner with the two methods paying attention to the parameters!
The variables are many
size - frame - passes=time limit or time limit=passes - AA - GI sec ...etc etc !
Greats
Raf
-
I forgot to tell
that if it comes to animation
the frame or the passes=time limit must be less than 2min., otherwise, the length of the video becomes interminable!
Greats
Raf
-
Oh ok sorry, it seems like I didn't get the point of this thread quite well..
I thought it was about optimal settings that can get you best results in less time..
As for animation I think you should first try and find the optimal settings for different shots in each of your scenes.
Animation is nothing more than sequences of images, a renderer as in this case Corona has no effect on the way a video is encoded it just gives you the images.
There are many programs you can use to composite these images and make the final video.
As for the settings I believe they're pretty straightforward if you don't use the "Debug UI".
If you want to get an unbiased solution which yields the best results you could try leaving everything to default (PT+PT) and then changing only parameters that might be needed for your scene.
For example if you have a complex refractive object you would have to raise "max ray depth" parameter in order to
change the maximum number of times a ray can be refracted and get the correct result.
As for "path tracing samples" 16/32 (few times 64) is best, in order to provide an even distribution of sampling..
And so on..
Now I mentioned "Bucket Method" because it gives you adaptation which I believe is what you would look for when you want to have fast results with even noise distribution across your images. It's closer to the way Arnold Renderer works which is used in films lately, hence used for animation.
Still excuse me if I fail to understand the context of your question.
Cheers..
-
Hello Eian
thank you for answering
....no, quiet....indeed, I want to better understand and share your information.
a premise:
I do not have much depth rendering engines like Maxwell Indigo Vray rendering, but this Corona Render I'm going to know in detail, because at first glance and 'very fast.
You did well to write.
I'm here to investigate the use of this rendering engine and try to share with others the advice.
Now I'm out and I'm writing from your mobile phone.
Tonight I try to put in order my final tests with the example of a video and share it with your advice in order to find the optimal solution.
Thanks
Raf
-
For example if you have a complex refractive object you would have to raise "max ray depth" parameter in order to
change the maximum number of times a ray can be refracted and get the correct result.
Hello Eian
then
1) object complex refractive ---> value "Max ray depht" > 25
this value has a great influence on the rendering time?
-
Hey rafpug,
I'm glad if any of my information could prove useful.
I'm still experimenting with Corona as well, and having some in depth experience with a couple of other rendering engines
I must say that Corona seems indeed very promising..
Having used Arnold Render lately, which I find it to be quite similar to Corona (especially when Bucket mode is used)
I noticed some aspects that Corona seems superior, like complex transparent materials..
I hope that it keeps getting improved and ported to Maya soon so I can test it in a greater extend..
Waiting for your final tests..
Cheers..
-
As for "path tracing samples" 16/32 (few times 64) is best, in order to provide an even distribution of sampling..
And so on..
.. (few times 64) is best | is better in such cases?
-
Hello Eian
then
1) object complex refractive ---> value "Max ray depht" > 25
this value has a great influence on the rendering time?
Hey rafpug,
It depends on the scene and the complexity of the refractive object..
Though having tested it with a fairly complex object I can say that it doesn't have a great impact on rendering time..
-
Hey rafpug,
I'm glad if any of my information could prove useful.
Yes Eian
because I take my last test PT+HD with BUCKET and apply it to these parameters that what you're suggesting
The method PT+HD works better than PT+PT only if you make changes on the GI secondary ...
-
As for "path tracing samples" 16/32 (few times 64) is best, in order to provide an even distribution of sampling..
And so on..
.. (few times 64) is best | is better in such cases?
Although I didn't thoroughly tested it a value of 32 should be enough for final renderings.
As stated in the documentation a value of 64 might pay off in scenes with deeper areas with small light entrances.
In most cases though, a value of 16 works fine, providing even distribution of sampling..
So a value between 16-32 would be best depending on the needs of your scene..
-
The method PT+HD is much faster, and if you change the GI secondary is eliminated completely the effect of noise
In a previous test result is better than the Bucket, both as a speed that as yield.
But now, I'm curious to apply these two parameters suggested by you, with my parameters tested
-
You use the Alpha version in June?
-
Yeh I've only used the
Jun 12 2013 (ALPHA v5)
I might test some newer ones when I find some time as well though.
Well as for the settings, PT+HD can prove adequate in many occasions but know that it's not a fully unbiased solution which in general means less realism..
Not saying of course that you can't get great realistic results with the above settings..
-
These are the values that I adopt the method with PT+HD
Renderer :PROGRESSIVE
PT + HD
PTsamples 26
Max. samples intensity 20
Lights
Samples Multipler 4,666
Progressive Rendering
Time limit 00:01:20
GI: HD CACHE 1,067 - 271 - 7 - 2 - 2367 Secondary 2 - 15 - 3 - 0.9 - 0 Time: 0:01:27 | Passes: 10
example:
http://forum.corona-renderer.com/index.php/topic,1486.msg11852.html#msg11852 (http://forum.corona-renderer.com/index.php/topic,1486.msg11852.html#msg11852)
This weekend I'll do the tests on objects with complex refractive index, using your suggestion!
-
understood!
therefore the method Bucket approaches reality!?
-
Eian, but from where in the world you write?
-
Hmm not exactly, Bucket mode just adds adaptation so you can have better control over speed/quality while still maintaining unbiased approach which is PT+PT.
It also helps to evenly distribute noise in an image where some areas need more time to clear noise than others..
As of now I'm located in Greece by the way. How about you?
-
I live in Milan.
Eian , I applied to 80 Max ray ahahaha...the refractive surface is much better in different ..
tomorrow night ... place the image
Meanwhile, it is a test to see only the difference
-
I go to sleep and leave the pc to work
tomorrow morning before leaving the house, forwarding the image
good night
and thanks Eian
Greats
Raf
-
Ok good, welcome mate, anytime,
Goodnight..
-
good morning
PT+HD
Max ray depht = 60
-
Hello Eian
well this weekend we have for Max ray "values"
Comparison between PT+HD is BUCKET
and relations with the rendering time and image size...
-
Hey,
I don't think you have to go above 32 Max ray depth for the above scene because the objects that refract light are not that complex..
As for the fireflies you have to tweak the settings under bucket mode..
If you want you can send me the scene and I'll try to figure what settings work out best..
Cheers..
-
Hello Eian
Yes
I'll send you the scene this evening.
Right now I'm 'back from work
Which version uses 3dstudio?
-
I gave it to stop VFB with | Time 4h:05min |
and the processor has finished at the | Time 4h:32min |
After the stop, the CPU has worked almost 30min
-
Maybe some problem with RAM or HDD?
-
Hi maru
Very likely.
( I need to format my pc, it's a year and a half )
This has happened when I increased the max ray 60. On this occasion I noticed this aspect
I'm linking the scene .max vers.2014
https://mega.co.nz/#!V9diXDQS!Yo9bFwKKpz0Cow-5nUvE6HRGzHof9yeuff3rGYHDB0U (https://mega.co.nz/#!V9diXDQS!Yo9bFwKKpz0Cow-5nUvE6HRGzHof9yeuff3rGYHDB0U)
In the meantime is working in the bucket method with one of the parameters tested and with Max depht ray = 32
very fast ....and is also decisive to two three passes
Thanks
Raf
-
Hello
What allows you to do the falloff map on refraction?
Thanks
Raf
-
Hey rafpug,
I got your scene and went through some optimization..
First of all I merged your scene from scratch in order to make sure there were no "wrong" values in settings to start with.
In render settings I used PT+PT, which is faster from HD since its an exterior scene, and which yields more physically accurate results as well.
I set "Path tracing samples" to "24" and used "Bucket" mode with a setting of "3" for both "subdiv AA" and "adaptive steps".
"Pass Limit" was set to "1" since I define the level of quality under "Bucket" settings.
I also set "Max ray depth" to "64" even though increasing it seems to introduce some kind of a visual glitch in this specific scene caused by some light trapping on the left chair.
General rule though concerning "Max ray depth" is that in order to get physically accurate results you need to increase this value until a point is reached where increasing it further gives the same result as before.
Examining a bit further the above I noticed that the IOR (Index of Refraction) of the material used for the chairs was way too high ("5.00").
There are no materials in real life with such high IOR apart from metamaterials which are artificial and subject of a whole different story..
This setting is also what caused such great impact in rendering time when you increased "Max ray depth".
Seems to me like there was some kind of endless looping that were caused by some trapped rays due to such high IOR.
I set it to "3.00" which I believe is still too high for the material you're trying to achieve but I didn't want to deviate too much from your settings.
Furthermore there is no actual need for the "Falloff" maps you connected to reflection and refraction to simulate "Fresnel" since the IOR value does about the same through a more physically accurate approach.
I also made the actual sun disk invisible in reflections and refractions to get rid of the fireflies..
Apart from the above changes, which seemed a bit obvious, I didn't go into a deeper optimization
however these changes alone had an enormous impact in rendering time and a better refined image..
Since though this thread is about animation, there are ways from which faster results can be achieved,
for example by reverting all values under render settings to default and using Bucket mode with "Subdiv AA: 2" and "Adaptive steps: 3" gives an acceptable result in under 5 mins..
Oh and talking about speed, I'm using an overclocked Core-i7 @ 3.5Ghz (the render stamp can be deceiving).
I'm uploading the previous result as well for the sake of comparison as well as an image with a different material for the chairs,
I believe it's closer to what you might be trying to achieve..
Hope all the above will prove helpful in any way..
Cheers..
-
Eian great, I understand..!
Then those little points of light (area chair) resulting from excessively high value of 'IOR?
Tremendous Eian ^ _ ^
-
So Eian
is recommended for exterior scenes PT + PT
and interior scenes PT + HD
-
I also made the actual sun disk invisible in reflections and refractions to get rid of the fireflies..
....ahhh Ok I understand
-
Now I smoke a cigarette ^_^
-
Hello Eian
Falloff map must be eliminated both in reflection and in refraction?
or only refraction?
-
fireflies
-
Reflection - Glossiness 0,98 / 1 (fireflies)
-
Render - Method Bucket
PT+PT
________
Max ray depth = 64
PTs = 24
Pass Limit 1 = 0:07:26
Bucket
AA = 3 Ast = 3 Ath = 0,15
-
with Falloff
-
Method for Animation "less than 1min"
Progressive
PT+PT
49sec=3Passes / frame
in the afternoon test animation
Thank Eian ...your suggestions were invaluable
Greats
Raf
-
Hey rafpug,
I'm glad my suggestions were helpful..
PT (Path Tracing) is always more accurate than HD which is a cached method.
For interior scenes though HD might be faster because there are more secondary rays going on.
Fireflies happen because of the small sundisk that is super bright, so if you make the sun invisible to reflections and refractions fireflies disappear.
There are other ways as well, like reducing glossiness but its not that convenient cause you're changing the appearance of your material.
As for the falloff maps, it's not "wrong" to have them, they just don't needed for what I believe you're trying to achieve here (transparent plastic).
"Fresnel IOR" and "IOR" give you control over falloff in a more realistic approach.
Sometimes btw when you have transparent materials its a good idea to use "Absorption" in order to control how far a ray will travel in a medium before converting to a certain color and eventually fading off.
I just uploaded another image on my previous post with a different version of the transparent plastic for the chairs.
Cheers..
-
Good morning Eian
Is currently processing the first test video with the map decay (without fireflies).
The next test video will be based only on the control of 'IOR and parameter "Absorption"
Eian a question:
the fireflies "effect", appears in the shiny objects transparent and semi-gloss?
Thanks
Raf
-
Or this fireflies effect occurs in all objects that have as a characteristic reflection / refraction ?
-
Hi Ondra,
In the parameters of the VFB settings
is there a way to remove the time bar in the render output format. avi ?
.jpg .tif .png for images ect ect..,
if I disable the Render stamp ... not seen!
Thanks
Raf
-
i dont understand
-
Hi Ondra, sorry
Affixed!
I forgot to turn off the render stamp (an oversight)
Thank
Raf
-
Render test Animation3D:
Format output rendering .avi uncompressed
Video 640x480
Method Progressive PT+PT
Ray tracing
Max ray depth = 64
Sampling
Pts 24
Light 4,666
Progressive rendering
Pass limit: 3 = 22sec./23sec.
Frame Video
22sec. to frame 30fps
-
Frame 674 - Fireflies
-
FRAME 674
No Fireflies
Corona Sun
disable also Visible in Reflections
-
Hey rafpug
Fireflies are just an artifact of monte carlo sampling. I'm not quite sure but I believe they occur when very high energy is concentrated in a very little space.
That is why I advised you to turn OFF reflections and refractions for the sun.
As for the video I'd recommend a software other that 3dsmax and there are many reasons behind that..
Render every single frame and then use something like After Effects to composite and export the video.
Cheers..
-
Hi Eian
the behavior of the Max ray = 64 ... I really liked it ^ _ ^
you are a character.. ^_*
Thanks
Raf
-
Hi Eian
Normally use Premiere.
In recent months, I have little time to process the post production
a questions:
-
saving images .... with a format. png? or. tga?
-
Hey you're welcome mate,
Regarding the max ray depth, in order to understand a bit better how it works and if you need to set it that high here's what you can do.
Grab the bike model from here,
http://challenge.cgsociety.org/mari2013
Assign a transparent material and experiment with "Refraction", "Absorption" and "max ray depth" settings..
I think it will help you to better understand how it works and why it's there..
Cheers..
-
Hi Eian
Normally use Premiere.
In recent months, I have little time to process the post production
a questions:
The next video (without falloff) ...use the post production through pictures!
I will make an extra effort, because it is useful for Coronarenderer engage,
because it is a rendering engine that I really like.
-
Hey you're welcome mate,
Regarding the max ray depth, in order to understand a bit better how it works and if you need to set it that high here's what you can do.
Grab the bike model from here,
http://challenge.cgsociety.org/mari2013
Assign a transparent material and experiment with "Refraction", "Absorption" and "max ray depth" settings..
I think it will help you to better understand how it works and why it's there..
Cheers..
yes .. thanks Eian, you are very kind
I have to understand this new evolution of the rendering ... and only with Corona you can ^ _ ^
because it is fast
-
I am making the download model
-
Hi Eian
This is the next task on which I have to work "MARI" with Corona
..hahaha Eian, You are awesome!
Now, we need a coffee and a cigarette
-
Setting the scene , work in progress
first example
-
Hey rafpug,
Didn't have much time to reply..
Good luck with that mate..
-
Hi Eian ^_^
How many images are to be processed for this competition? 1?
The rendering technique is a free choice? or you have to use MARI to complete the effect?
Greats
Raf
work in progress
-
Hi maru
I've seen your work in which you have created a movement of some objects
"flicker effect" or similar!
I do not remember where you've posted your test, I would take a look.
Thank
Raf
-
Hey rafpug,
Not sure about the details of the challenge but you can read them on the webpage that I sent you,
Cheers..
-
Hi Eian
yes
-
Eian,
MARI is a 3D paint advanced?
-
Hi maru
I've seen your work in which you have created a movement of some objects
"flicker effect" or similar!
I do not remember where you've posted your test, I would take a look.
Thank
Raf
I'm not sure what you are referring to but you will probably find it here:
http://forum.corona-renderer.com/index.php/topic,223.0.html
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Hi maru
I truly appreciate your help
http://forum.corona-renderer.com/index.php/topic,223.msg1374.html#msg1374 (http://forum.corona-renderer.com/index.php/topic,223.msg1374.html#msg1374)
Thank you for all
Raf
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Those spinning ponies? What would you like to know?
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Hi maru
I was watching the movement effect you gave to "Army of deadly pony robots"
Effect Dof + material/glossiness with reflection?
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I would give this, the effect of rotation on the wheels in motion
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Sorry,
"propeller" effect of rotation
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It's DOF + camera motion blur. And that's all. I was testing DOF+MB with different settings. Camera is flying along a circular path around its target. If you want I can upload the scene tomorrow (if I find it :) ).
I think what you need is called "motion blur".
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mamma mia... ^_^ DOF + Motion Blur
Thank maru
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Yes, "enable dof" and "enable camera MB" or "geometry MB" if you need it.
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Thanks maru,
weekend lighthouse 'the first tests
^_*
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Test material emitter
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Hi Eian
I asked CGSociety, the competition must be done with MARI software.
I practice with my new companion with Corona
^_^
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Material Emitter
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Test Material Emitter
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Material emitter in progress
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Hi maru,
...a fun with madebyevan!
WebGL Image Filters
http://forum.corona-renderer.com/index.php/topic,401.msg13649.html#msg13649 (http://forum.corona-renderer.com/index.php/topic,401.msg13649.html#msg13649)
a question:
you know how you save pictures?
Good night
-
Good evening
Rendering Time with unwrap .dds
Transformers model,
all maps UVW unwrap .dds - diffuse / reflections + glossiness / opacity
Time Limit 0:00:05sec for frame (Animation) 5sec./frame
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Emitter with Refraction IOR
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Emitter Rear Bladers
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http://challenge.cgsociety.org/mari2013/entry/rafpug/work_in_progress/10005898 (http://challenge.cgsociety.org/mari2013/entry/rafpug/work_in_progress/10005898)
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Test MassFX to Corona
Time Limit 0:00:04sec. Passes 30
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MassFX test
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Time Limit 0:00:04sec. for frame
key frame the central area changed
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Good evening
Rendering Time with unwrap .dds
Transformers model,
all maps UVW unwrap .dds - diffuse / reflections + glossiness / opacity
Time Limit 0:00:05sec for frame (Animation) 5sec./frame
Hi Rafpug.
Can you show this animation?
Best.
PO
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Hello poko
1° Steps: work in progress "rotary motion" of 387 frame
(calculation 40min - 13sec movie)
Time Limit: 0:00:05sec. 5sec. / Frame
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view front
"rotary motion" in progress
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Front
-
work in progress
-
Thanks Rafpug.
Keep going want see final ;)
Best.
PO
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Hello poko
Thanks to you and all users including the Stuff of coronaRenderer because I'm learning a lot of things.
I stopped for four years.
The scene should be this .. is not coming completely perfect in the movement
"I have to coordinate well to the movement of the camera with the moving object"
Time Limit: 0:00:05sec for frame
667 frame= 22sec. video - calculation render time 1:11:00
work in progress
Regards
Raf
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Test eyeon Fusion effect
-
view front - fusion effect
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Did you do all the modelling, texturing, rigging and animation yourself?
-
Hi maru
I'm just changing the animation and rendering time
in seconds to optimize a video clip with Coronarender
Here the original version:
http://cg3dmodels.com/category/robot-3d-models/ (http://cg3dmodels.com/category/robot-3d-models/)
Regards
Raf
-
A question:
Work in post-production ( nuke or fusion ) for a video clip of 600 frames
I also need 600 images for each render elements?
Thank
Raf
-
Hi Rafpug.
Quick camera setup maybe can help.
Best.
PO
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A question:
Work in post-production ( nuke or fusion ) for a video clip of 600 frames
I also need 600 images for each render elements?
Thank
Raf
Yes. If you render animation like 600 frames long if you render with passes for each pass (render elements) you get the same amount of pass frames as is long your animation.
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Hi Rafpug.
Quick camera setup maybe can help.
Best.
PO
Thanks for the example of quick camera ( helpers/Dummy + Camera ) good example
poko,
so with the render elements there is a greater control of the desired effects in the animation?
I understand it?
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Hi Rafpug.
Quick camera setup maybe can help.
Best.
PO
Thanks for the example of quick camera ( helpers/Dummy + Camera ) good example
poko,
so with the render elements there is a greater control of the desired effects in the animation?
I understand it?
Yes. You can control almost everything depends what you want get. Separate passes for diffuse, reflection, refraction, AO, velocity, shadows, etc. you can adjust how you wish later in compositing. Lets say you render something, but your reflection is to strong. If its animation you don't have to render 600 frames again. If you have separate pass for reflection and diffuse pass then you can adjust value of reflection.
Simple example, but there is a lot of things you can do it.
Corona also have nice render elements so if you know how to use them is big weapon.
You can see many tutorials on YT.
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Spectacular ...!
I'll have to start studying all render elements of coronarender and their combinations applied to post-production
There is much to be studied, but it's worth it!
Thanks for the clarification
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Yo can even change light direction :)
Quick example in Photoshop using normals pass:
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Spectacular ...!
I'll have to start studying all render elements of coronarender and their combinations applied to post-production
There is much to be studied, but it's worth it!
Thanks for the clarification
Cool. The most powerfull software in post-production in my opinion is Nuke.
The fastest to learn After Effects. But here are more like Digital Fusion.
If I have to start learn from scratch I go for Nuke, but sometimes you don't have to fight with tank vs. fly;)
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this beautiful example ....
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Test Render Elements
RE - Diffuse
RE - DiffuseGI
RE - diffuse Corona shadows
RE - diffuse CoronaLighting
Time Limit: 0:00:03sec. for frame (.exr ) size 500x500
Tot. frame 250 = calculation render 15min. ---> 8sec. video animation
-
video .mov
https://mega.co.nz/#!A5Z3iIKb!USKm70X45V982kDMXnV6sxoNKv4YyvAEMbeVgyc_1G4
(https://mega.co.nz/#!A5Z3iIKb!USKm70X45V982kDMXnV6sxoNKv4YyvAEMbeVgyc_1G4)
-
Hi Ondra,
In this case you should choose only two RE?
diffuseGI + diffuseCorona shadows
or necessarily all four RE?
Thanks
Raf
-
Test basic with post production
size 500x500
-
Corona RE to Nuke (basic)
diffuse.exr + diffuse shadows.exr
-
CoronaRE version A to Nuke
-
MARI Challenge - work in progress
-
..in progress
-
..
-
Looking interesting. Just the city behind looks strange. I think the texture is to small resolution.
-
Yes poko,
Thank you for observing the quality of the background image.
At the time and 'only provisional
Regard
Raf
-
1° step Corona Panorama
test - creation of interactive 3d panorama
Regards
Raf
-
2° Step Corona Paronama
Horizontal projection
-
3° Step Corona Panorama
360-degree panoramic animation with Corona
rendering front, right, rear, left, up and down from a same point
| 4 Passes to quadrant 1700x1700 | medium resolution
-
test Corona Panorama
The whole process of creating a 3d panorama was obtained through the script:
http://www.nikclark.com/scripts/vr_render/index.htm (http://www.nikclark.com/scripts/vr_render/index.htm)
This method produces a projection rectangular that is associated with 3dsMax Panorama Exporter... generates the creation of interactive 3D Panorama
-
Maps Procedural - substance (test)
-
maps procedural
-
..
-
emitter with substance map
-
..
-
PT+PT default -no post process
-
project in progress
PT+PT
-
http://maxplugins.de/max2014.php?search=blubeta&sort=Author (http://maxplugins.de/max2014.php?search=blubeta&sort=Author)
-
Square in progress
PT+PT
Environment *.hdr
CoronaSun -> intensity 0.009 - Color from Texture
Dof
-
Quick Tips
VBScript - Free memory in 3dsMax!
-
Environment .hdr + Sun 0,007
-
Emission Environment maps - test
-
The scene/test is only with source emitter
Environment Emission : level 25
PT+PT
PTS=20 MSI=15 LSM=1
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The scene/test is only with source emitter
Environment Emission :level 25
PT+HD
PTS=26 MSI=20 LSM=4,666
quick GI:HD cache
-
Remove Noise
link
http://forum.corona-renderer.com/index.php/topic,2306.msg17210.html#msg17210 (http://forum.corona-renderer.com/index.php/topic,2306.msg17210.html#msg17210)
-
shade and shadows - environment HDRI - fireflies (object emission)
premise: I use the Alpha5
The fireflies are seen in areas not in shadow. What does it depend?
settings = pts 32 msi 10 lsm 2
the glossiness parameter is set to 0.98
the only source of light is the HDRI environment (in addition to the object emission)
-
Good evening
I tried to use two sources of light (coronaLight and an object emission ), the scene is lit only by HDRI map
13 passes of the noise can be seen in the source emission
It 'a characteristic of the source emission?
Thank
Raf
-
hdri environment 3k
pt+pt
-
Good evening
I tried to use two sources of light (coronaLight and an object emission ), the scene is lit only by HDRI map
13 passes of the noise can be seen in the source emission
It 'a characteristic of the source emission?
Thank
Raf
The scene is lit with a Hdri and an object emission
The test was carried out on 5 passes with pts=128 msi=5 lsm=4,33
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Scene with HDRI environment + object emission
Has been scaled point of light with HDRI map opacity to 45%, to minimize the noise.
Test with 10 passes
pts600 - msi 2 - lsm 4,333
-
Temporary stay - overlooking panoramic
- draft
environment hdri
pts32 msi8 lsm4,333
in progress grass Forest.Pk + tree cor.Scatter
-
in progress
time limit: 0:50:00
pts80 msi8,0 lsm4,333
Dof with PS
-
texture work in progress
-
in progress
-
Good evining
A6 - render default
- one light shape Disk ( something happens in the edge ) !?
Thanks
Raf
-
I attach picture
-
Default PT+PT / PT+HD
-
...!?
-
PT+HD - All default
MSI 1
Max ray depth 25
-
Light "Disk" visible ON OFF
is there a way to eliminate the visibility of the disk, using the method VCM?
-
Archaeological city - Citadel of Aleppo
-
(http://)
-
Default PT+PT / PT+HD
Mmm.. weird..
Nice Citadelle post too !!
-
Default PT+PT / PT+HD
Mmm.. weird..
Nice Citadelle post too !!
Hello Ultroll
-
Hello
Corona Volumetric Material / C Light (IES)
volumetric effect "attempt"