Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - agentdark45

Pages: [1] 2 3 ... 37
So I stumbled across this article regarding GPU based path tracing (specifically using CUDA and OptiX):

Some interesting takeaways:

"...the GPU version runs all of the same C++ code as regular pbrt to generate camera rays, compute values for low-discrepancy sampling patterns, evaluate and sample lights and BSDFs, filter image samples—pretty much all of the core rendering computation...

And GPUs nowadays are fast… After a little performance work after HPG, now pbrt on the GPU is even faster than it was when I gave that talk. Speedups versus pbrt running on a 6 core CPU are generally 50-100x. If you feel like a 6 core CPU isn’t a fair baseline, then it’s about 10-20x faster than running pbrt on a 32-core Threadripper 3970X"

There's a video link on the page regarding the coding - this is all well above my paygrade, so maybe the devs could chime in on this? Is this some ground breaking new tech/code, or standard marketing?

Gallery / Re: Nuñez Balboa
« on: 2020-10-21, 01:04:54 »

There is really nothing strange or exceptional about it. The light is simply a cloudy hdri. Much of the softness in the light is from the curtains on the windows. For the curtains I use a rayswitch material, so I control on one hand the visual aspect and on the other hand its effect on the light. This way I have more control than using only 1 material.

Post production is also very simple. (seeing it now I might have even overdone it in some points) As the interior is quite monochrome and where white predominates, I can pass with a render with hardly any contrast (if I had different colours, this would probably have been more difficult). Normally, I just save the render in 16 bits tiff and adjust it in Camera raw. If I'm still not satisfied I adjust the lights and shadows separately with a mask. Something similar to the Sharpness method that I explain a little later.

The renders are at the original size. The only system I use to give sharpness is a high pass layer where I remove the lighter areas to avoid the appearance of halos. It may not look very clear in the pictures, but I recommend you try it
Apart from this, I just give it a little chromatic aberration by deforming the corners of the red channel, a little vignetting and I am done.

Hey thanks for taking the time to post the breakdown. I typically avoid much post processing in photoshop, but I'm going to have to change that after having a look at your results - you really pulled a lot of detail out of the fairly bland VFB image.

Gallery / Re: Nuñez Balboa
« on: 2020-10-19, 01:03:02 »
Wow! These are stunning. One thing that stood out to me is how natural and photographic they are.

Would you mind sharing some insights on your lighting, tonemapping and any post processing that went into these? The black and white levels are absolutely spot on, great dynamic range and no visible black crush.

Also, were the renders downsampled at all? They have a great level of sharpness and softness (if that makes sense?).

Work in Progress/Tests / Re: The Trail to Machu Picchu
« on: 2020-10-15, 14:10:46 »
Nice, definitely interested to see how the water was created. I haven't found a good, quick and resource efficient solution for foam/whitewater yet.

Gallery / Re: Natural interior
« on: 2020-10-08, 23:28:32 »
Thats a real nice boucle material, would you mind letting me know where you got it from (or if it was custom made?).

Two questions:
1. What is your RAM frequency?
2. Wat are you CPU temperatures during rendering?

So I just ran the test again with the Corona Benchmark tool, monitoring with AI Suite. Temp hit 68C and stayed there as the clock speed dropped, albeit more slowly this time, shaving about 20 seconds off the time. Clock speed in Corona registered at 2.9GHz.

My RAM is 3200 but I just looked in BIOS and it shows 2133 - not sure if that's normal? If i try manually overriding to 3200 it gets stuck in a loop when booting and restarting itself. Eventually I managed to get a POST screen and get back in to BIOS to set it back.


You'll be hard pressed to get your RAM over 2933mhz with that CPU, at least not with major subtiming tweaking. I would also monitor your motherboard VRM temperatures, it's definitely a known cause of massive slowdowns (the motherboard will throttle the CPU speed to avoid melting itself).

I do feel like the value proposition of GPU's for consumers (at least in terms of rendering vs single monster CPU's) is highly overlooked, and should be factored into development decisions.

For example, the 3080 is about twice as fast in Blender/Vray GPU/Octane than the previous 2080ti:

Now consider the cost of system upgrades for end users:

One could easily get 4x3080's or two+ 3090's (with 48gb's shared Vram since it's the only model in the range that supports NVLink), and use them in pretty much any barebones system, within reason. Now compare this to someone wanting to upgrade to a Threadripper 3990x based system from an older platform, you're looking at a hell of a lot more money all things considered - and this is coming from a TR 3970x user.

There are times where I use Fstorm and my single 2080ti to render scenes that Corona just can't keep up with (mostly high end product shots/animations with DOF). Others on the Fstorm facebook group are also pumping out stunning high res interior visuals in the 30 min render time region.

Looking at future CPU development, I can't see a 256+ core Threadripper emerging within 5 years (at least for a reasonable price), however if we keep getting double the performance in the GPU space every 1.5-2 years, and a doubling of Vram, out of core tech, dedicated raytracing core utilisation in render engines, and NVlink keeps being updated I have no doubt that GPU based rendering will dominate the market.

[Max] I need help! / Re: Render Time
« on: 2020-09-11, 13:54:40 »
Overall scene albedo plays a big role in lighting composition and render times as well. In the following fringe example, there is an indirect light with fixed intensity.

Image Comparer:
  • On the left image, you will see an interior with 200RGB diffuse material, 0 global EV. finished in 9min 46 sec. at 19.8mil. rays/sec with 1.98% image noise.
  • On the right, an interior with 150RGB diffuse material, 3.5 global EV. finished in 18min. at 19mil. rays/sec with 2% image noise.

For the second example with an interior hidden wall light (direct), same materials.

Image Comparer:
  • On the left image, you will see an interior with 200RGB diffuse material, 0 global EV. finished in 49 sec. at 23.3mil. rays/sec with 3.55% image noise.
  • On the right, an interior with 150RGB diffuse material, 2.0 global EV. finished in 1.2min. at 22.6mil. rays/sec with 3.93% image noise.

Very interesting tests!

This has probably been discussed a million times before, but for a typical white wall is the "stick to 200rgb" rule still sound? What are the upper limit rbg diffuse values before things start going beyond reality?

Agree. I often need to go back to the "old" displacement method, because 2.5D gives to many artifacts. Sometimes tesselation before displacement helps, but not always.

Would be great to see a fix for this.


I ran into this issue the other day, it occurred on a curved wall that had a fine ribbed wavy displacement map applied to it. 2.5D displacement produced massive "spiky" black artefacts so had to go back to the old method with 1px displacement resolution...needless to say RAM usage and pre-computation time went through the roof. Increasing the tessellation of the curved wall didn't help in removing the artefacts.

Gallery / Re: Essence - 4K Animation
« on: 2020-07-21, 19:37:45 »
We have tested on serval systems. Can you specify the shot where jitter happens? If anyone else is experiencing the same please do reply. Just to make sure it's not technical playback issue in 4K.

Hmm, so the judder issue appears to be Chrome related - watching the same video at any resolution in Edge (bluergh) and it's buttery smooth! Looks like a totally different animation now :)

Great job again!

Any tips for optimising render time/denoising settings? I've yet to attempt a proper interior animation (even with my Threadripper 3970x)

Gallery / Re: Essence - 4K Animation
« on: 2020-07-20, 21:05:13 »
Nice animation, but some of those shots look quite "juddery". Is this a frame rate issue or a lack of motion blur?

Super craftmanship :- ). Fills me with anxiety only thinking of eventual maintenance.

10/10 for choice of tubing and fittings!

Yep, not looking forward to that!

The 3995wx seems like an odd move from AMD considering that the Zen 3 consumer launch is months away...and Zen 3 TR's will be out towards the end of the year.

Hey AgentDark,

saw your chip & build on twitter :- ). My block was sent only last week (delayed further by my request to switch to all-silver after seeing how beautiful it is), who knows when it arrives but I have no intention to really build it.
How's the system?

Hey Juraj,

The system is great! I can now max out all PBO settings without going into immediate thermal throttling on the previous air cooler (Dark Rock pro TR4). The system is completely silent and still very quiet under load, I would definitely recommend the Arctic P12 PWM PST fans as a cheap alternative to the pricey Noctua NF-A12x25 PWM's.

The RAM was not stable at XMP timings, but Ryzen DRAM calculator sorted that out nicely.

The case is extremely cramped with 4 radiators (absolute pain to fit everything together) - but it was the only case on the market that wasn't extremely expensive/massive and that didn't have massive gaps in any panels for dust to get in.

Both of my D5 pumps had to be replaced due to the PWM signal cable dying, so not sure what the cause of that was!

I definitely wouldn't recommend water cooling if you were going to run everything at stock settings. However the Optimus components are extremely impressive, I've never seen such flawless machining.

Here's some pics of the build if anyone is interested:

Checked a couple pages back, not sure it was reported or not. Also not sure if this behavior is intended by design.  -
Saving a cxr directly from framebuffer won't include the lightmix elements inside the file. One has to save from settings CXR to have it include those elements for later tinkering via CIE.
using build JUN 18

This has been the case for a fair while now, not sure why though as it would always make sense to save the lightmix with the CXR.

One issue that I regularly run into though is that when loading up CXR files with lightmix values that aren't set to 1, I'll have to manually change a lightmix spinner value to something arbitrary then change it back to view the accurate lightmix result.

It would be good to just load up the CXR and see the image as intended, with the lightmix values doing what they are set at in the saved file.

No worries, we have it logged. :)

While you're looking at lightmix stuff, would it be possible to include the ability to assign objects with Corona Light materials that have "emit light" unticked into proper lightmix channels? Currently they all go into the unassigned channel which is quite annoying for things like interior spotlight light mix channels (when working around black Corona lights with certain ies files that the preserve black appearance button doesn't solve).

Pages: [1] 2 3 ... 37