Author Topic: Improved light sampling  (Read 30418 times)

2014-02-12, 23:54:33
Reply #15

Marciortiz

  • Active Users
  • **
  • Posts: 25
    • View Profile
Can't wait for Alpha V6 here, from the bits that I could pick here and there I can see a massive update coming.


But I got a question if I may, is there any idea when the commercial version will be released? If we can dr with Corona + those few improvements already mentioned, I am very intend to present Corona as a new option to use at work.

2014-02-13, 00:33:38
Reply #16

orsobruno

  • Primary Certified Instructor
  • Active Users
  • ***
  • Posts: 22
    • View Profile
we have alredy made the switch to corona, and we don't regret! actually we found the "migrate" option very simple, especially the material part.....the materials editor in corona it's just amazing, and even complex material become easy, when you see the results instantly in the "material ball"!!

and with this update, it will definetly make us desire the A6 more and more :)

Thank you very much Ondra for this software :)

2014-02-13, 07:10:51
Reply #17

artmaknev

  • Active Users
  • **
  • Posts: 147
    • View Profile
    • about me
Nice update, although I am really looking forward to distributed rendering availability!

2014-02-13, 10:39:19
Reply #18

Alessandro

  • Active Users
  • **
  • Posts: 323
    • View Profile
    • DotLab Srl
A quick test with an old scene, 4 passes, lighted just with lights filaments.
My Ducati or a render with Corona.....mmm, hard question!

2014-02-13, 11:52:01
Reply #19

Levian

  • Active Users
  • **
  • Posts: 21
    • View Profile
even one person can change the world!
thank you for your work!

2014-02-13, 16:02:15
Reply #20

Utroll

  • Active Users
  • **
  • Posts: 164
    • View Profile
I decided not to xxxxxxx on weekdays until A6 RC1 is out
That's the kind of sentence you won't be happy to see quoted when you'll be selling a product :D

Nice improvement, as always.

2014-02-14, 20:02:40
Reply #21

Zzaba

  • Active Users
  • **
  • Posts: 24
    • View Profile
    • 3d-projekt.ru
Corona is fantastically renderer! I love it ^)

2014-02-15, 08:50:14
Reply #22

magicbox

  • Active Users
  • **
  • Posts: 15
    • View Profile
Good update are looking forward to

2014-02-17, 17:04:53
Reply #23

Cherkes888

  • Active Users
  • **
  • Posts: 15
    • View Profile
Wow! Mega Cool ) You is a magic man)

2014-02-21, 18:15:36
Reply #24

picfad

  • Active Users
  • **
  • Posts: 9
    • View Profile
    • Picfad is a Digital Studio
Good news! Waiting for new release)

2014-02-22, 03:24:54
Reply #25

longhard

  • Active Users
  • **
  • Posts: 47
    • View Profile
Good news! Waiting for new release  Thank you very much!!

2014-02-23, 16:37:36
Reply #26

juang3d

  • Active Users
  • **
  • Posts: 636
    • View Profile
I decided not to play BF4 on weekdays until A6 RC1 is out

Let me say... I'm going to right now XD

Cheers

2014-03-11, 14:54:03
Reply #27

fobus

  • Active Users
  • **
  • Posts: 388
    • View Profile
Just tested light solvers. As Ondra says we it is good to keep light groups under 250 pcs. In my example we see that with "combined" light solver we can't get noise free lights (in accepted time). But with "Object-based" solver it is possible if we under 250 pcs of light groups. To make this groups we need to collapse object lights into one object (as I understood). But as we see with collapsed lights in building we're have very strange light solution. Looks like some of the lights are not sampled well. So if we have much lights that can't be collapsed (moving for example, or lights in buildings like in my example, or smth else) we can't get benefit from this solver. Hmm... It was one of the main reasons for this feature I think...

2014-03-11, 15:31:41
Reply #28

Ludvik Koutny

  • VIP
  • Active Users
  • ***
  • Posts: 2557
  • Just another user
    • View Profile
    • My Portfolio
Seems like second picture may actually show solution to render the scene in acceptable time. In general, you should cluster together lights that are close together and illuminate same surfaces. So for example try to attach lights that are in same rooms :) And if there is more rooms with lights than what fits in 250 limit, then try to attach a bunch pairs of neighbouring close rooms together in distant background areas :)

2014-03-11, 15:35:37
Reply #29

fobus

  • Active Users
  • **
  • Posts: 388
    • View Profile
Second picture has downside on second frame (attached image). To geet 250 groups I had to collapse all oter lights in buildings. So other buildings looks like attached... In animation it is unacceptable.