Author Topic: Flickering  (Read 19523 times)

2014-04-06, 23:59:31
Reply #15

cecofuli

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Mmm... this is a very cool (and hard) scene. I would like to knot Ondra's opinion.

2014-04-07, 00:05:19
Reply #16

Ondra

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I agree with rawalanche on this one - lowering GI to AA ratio is the way to go. Changing MSI will probably have no effect on the fireflies. Introducing such huge face factors as subpixel mapping would go against the basic Corona philosophy: high-quality results with minimum number of algorithm-related parameters
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2014-04-07, 00:11:31
Reply #17

cecofuli

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Maybe you can share this simple scene?
I think we have to render this animation without this problems.

2014-04-07, 00:17:21
Reply #18

Juraj

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(that camera shake is some bug in max2014)

LOL. No. It isn't.

Anyway, while I don't have answer for this, I wanted to mention sub-pixel cuts-out highlights only by default, you can keep sub-pixel and high highlights by introducing more samples per material (goes in conjuction with AA though). That's only on side. It was extremely helpful to me on handful of animations.

Lower trace depth (for reflection and refraction) should help with this though, I know I never had more than 4 in any sort of animation (with Vray). I don't think either MSI is contributing factor, it's simply complicated reflection, since it bounces quite few times.
« Last Edit: 2014-04-07, 00:20:52 by Juraj_Talcik »
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2014-04-07, 02:28:41
Reply #19

cecofuli

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Please, don't start to talk, again, about VRay sub-pixel mapping! It was my devil!!! ehehe...  XD
If someone knows my discussion with Vlado, he can understand what I want to say.
In VRay 2.x it was near to be impossible render an interior shot with sub-pixel mapping on! Especially with glasses and strong highlight!
The rendering time became so huge (from x3 to x5 time!)
But, if we introduce sub-pixel mapping in Corona and we can speed-up the rendering (from x3 to x5 times at the expense of quality) maybe we can try to think...
Especially in animation.

2014-04-07, 09:22:47
Reply #20

maru

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I want this scene! :)
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2014-04-07, 09:46:15
Reply #21

petoboso

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Rawalanche: internal reflections was enabled in vray version.
Yes you are right i dont say it exactly. I didnt want very degrease MSI beacuse before i tried MSI in other scene and i realized that MSI has more influence on GI/reflected GI  than sharp reflections, so
Look on this comparison: with MSI 10 vs 1
GI/AA=3
Tent width = 2
Reflections are very slightly changed and also noise is the same. what is different is wall behind light (GI influence)


I dont want talk against corona or vray. I would like use corona in future so thats why i want to resolve it. (critical feedbeck is needed for achieve maximum quality of product)

This scene i attached in my first post
« Last Edit: 2014-04-07, 10:06:46 by petoboso »

2014-04-07, 10:10:36
Reply #22

Ludvik Koutny

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Yup... if you could share the scene, it would be a lot easier for us to help you ;)

2014-04-07, 10:22:42
Reply #23

petoboso

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This scene is attached in my first post:  corona_simpe scene.max

2014-04-07, 20:57:31
Reply #24

maru

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My latest discovery:
Looks like something is wrong with disabled caustics for the glass material. It makes rendering time much much much longer and there are more random white dots on the walls.
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2014-04-08, 21:38:51
Reply #25

petoboso

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MSI-10
glossines=0.999
big difference, who would predict that, unfortunatelly kill too much light, maybe MSI15 would be fine.
now it could  be only litle less blured-  0.99999? :D
« Last Edit: 2014-04-08, 22:37:12 by petoboso »

2014-04-08, 22:46:13
Reply #26

romullus

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now it could  be only litle less blured-  0.99999? :D
You can increase precision of spinners decimals in preference settings. But i doubt it would make any difference in this case :]
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2014-04-08, 23:36:20
Reply #27

Ludvik Koutny

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Yup, i actually intended to suggest non-perfect glossiness, but i wasn't sure so i wanted to test it first. Looks like you were faster :)

2014-04-09, 00:19:02
Reply #28

cecofuli

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Mmm... Interesting! Can we cal this a "bug". Maybe Ondra can do this by default
So, when we use 1.0 (as default), internally Corona changes this parameter as 0.999

2014-04-09, 00:55:07
Reply #29

Juraj

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now it could  be only litle less blured-  0.99999? :D

Isn't it funny how oddly most of this stuff scales :- ) ? I know I very much prefer the glossy transition from 0-1 in Corona compared to Vray, it's much more linear. With Vray, 0.5 is pretty much Lambertian-alike already, so why is it even full scale.
Because of this, making small glossy imperfections for glass and mirrors is quite tough, because it blurs too fast.

Did you lower the reflectance as well ? Seems so much duller, and the previous renderings were bright even with MSI as low as 1. Or did the 1.0--)0.999 transition did that alone ? Seems weird the energy conservation would apply so drastically.
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