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Topics - pscgi

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Hi. I'm rendering an animation scene full of trees right now and at first I forgot to set the background to black to get rid of those nasty edges after adding background video in post production and looks like after making that one change, the rendering time is now much much better. With white background and with my 5950X it took 40 minutes to reach 15% noise level and after changing the background into black I reached 10% after 38 minutes so were those indeed those trees edges against the white background that were causing a lot of noise?

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Hi everyone. It's probably a little bit of an off-topic but I posted it in this section as there's nothing going on in the Off-Topic section of the forum.

So I have such a questions: does anyone know how to get such accurate topographic data like in Google Earth VR? So I'd like to create very accurate terrains for real world locations (for instance somewhere by the sea with mountains all around) but let's say I don't have an access to every location so I can't go there to eg. create many drone shots and then use eg. Reality Capture to create 3D mesh out of it (I have never done that before but from what I've seen it possible to get quite realistic terrain this way?). I have used BlenderGIS that uses 30-Meter SRTM Elevation Data and I thought it was the best that I could get but today I launched Google Earth VR on my Oculus Quest 2 and the quality and accuracy of the terrain is really mind blowing - it's like 10x more accurate than what I can get in BlenderGIS and SRTM 30. But does anyone know if it's possible to somehow transfer this data into the software that we 3D artists use? I'd be very thankful for help in this topic :)

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[Max] I need help! / Banding issue
« on: 2022-04-14, 16:07:26 »
Hi guys. I've recently started working on animations and I'm constantly encountering some issues that I need to solve. So one of them is banding.

I'm using 32bit EXRs so it's not a matter of not having enough color data but am I right that banding appears when I have very subtle gradients (eg. a white wall well lit from one side and dark on the other side = subtle gradient) and too strong denoiser? I've done some tests and looks like there's banding when a denoiser amount is 1 but when I lower it to eg. 0.8 it seems to be gone. And denoiser radius is always 1, I have never changed that. I'm trying to find a good balance between noise level limit, denoiser amount and rendering time to have a very good quality but without overpaying for render farms.

So could anyone confirm that for sure it's a matter of very subtle gradients + too strong denoiser just to be sure? Thanks! 

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[Max] I need help! / Cryptomatte not working in Fusion
« on: 2022-04-04, 19:57:56 »
Hi guys. I've recently started using Fusion and I'd like to start using Cryptomatte for masking. Unfortunately when I save it as .cxr and then change its format into .exr (this is how it should be done according toit doesn't work - when I plug it into Cryptomatte script there are errors saying that no cryptomatte metadata was found. This is what I get from Fusion console:

[Cryptomatte][Cryptomatte1][ERROR] no cryptomatte metadata found
...ion\Reactor\Deploy\Modules\Lua\cryptomatte_utilities.lua:615: ERROR
stack traceback:
   [C]: in function 'error'
   ...ion\Reactor\Deploy\Modules\Lua\cryptomatte_utilities.lua:615: in function 'log_error'
   ...ion\Reactor\Deploy\Modules\Lua\cryptomatte_utilities.lua:695: in function 'get_cryptomatte_metadata'
   ...esign/Fusion/Reactor/Deploy/Fuses/Matte/cryptomatte.fuse:275: in function <...esign/Fusion/Reactor/Deploy/Fuses/Matte/cryptomatte.fuse:251>
Cryptomatte1 failed at time 0

Am I doing anything wrong? Should I do something in between so that Cryptomatte node in Fusion would read it as a proper cryptomatte reneder element? I'd be very thankful for help as using cryptomattes seem to be ultra efficient but unfortunately can't get it to work.

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