Author Topic: Hello and 1st question on glass  (Read 3332 times)

2014-08-12, 01:42:29

arteconi-cgi

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Hello everyone,

I am new to the forum and this is my first attempt on Corona after years on vray.
The results are very pleasing, great job Ondra, please keep on adding features.

I'd like to know if there are any good tips to improve and render glass in general.
I am not referring to windows but a simple kitchen glass.
My renders clean very fast on diffuse and reflective materials but everytime I have glass I see fireflies and noise.
I am wondering if are there any good tricks to make this clean faster. (no thin glass please)

As well it would be good to have a list of tricks to use in rendering interiors (curtain materials / glasses / windows) with Corona.

Kind Regards,

Giacomo Arteconi.

2014-08-12, 01:53:08
Reply #1

arteconi-cgi

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As well, I love the quality of the render but sometime I would like to have a bit sharper AA,

Am I correct thinking that I have to balance the AA / GI values?

What are the suggested settings if I want to increase definition but not lose too much quality (and hopefully keep rendertimes reasonably)

Overall I'd like to understand what are the suggested values to use on those settings and what is the range I can play with.

Thanks again.

Giacomo.

2014-08-12, 10:34:30
Reply #2

maru

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About the glass - please post some pictures and show us what looks wrong. Generally, glass should render just fine and very quick using a basic glass material (diffuse=0 or 100%black, refraction level=~1, some reflectivity). Maybe you are getting noisy caustics? This is a bit problematic for Corona at the current stage of development. Caustics may refine quite slowly.

About the gi/aa balance. This is really simple once you get it. :) Basically it looks like this:

For default settings (gi/aa=16, LSM=2).

each pass = 16 samples per pixel for indirect light, 32 samples per pixel for direct light, and 1 AA sample.

After 16 passes you get 16AA samples per pixel. They make object edges and textures look nice.

By indirect light we mainly mean light bounces.

By direct light we mean light cast by lights, sky, sun, etc.

More GI samples will give you better GI solution (like noisy areas in corners) also better glossy surfaces.

More LSM will give you less noise in direct light.

More passes will give you better edges and textures.

Increasing GI samples or LSM is always at the cost of time needed to finish X passes (or at the cost of number of passes in the same time).

There is no "universal" settings for every scenario, usually you need to experiment what settings will give you slightly better performance.

And last one, but possibly most important: default settings work quite well in most situations. :)
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2014-08-22, 11:07:05
Reply #3

arteconi-cgi

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Hi Maru,

Sorry for the late reply and thanks for the in depth analysis.
I am not using caustics but the glass is close to a very small and strong light source. This is probably the reason for the over bright pixels.
Is there a way to compensate for this? I have the feeling that altought long rendering times could fix this, it is not the best way to work somehow.

Kind Regards,

Giacomo.

2014-08-22, 11:55:52
Reply #4

tomislavn

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Hi Maru,

Sorry for the late reply and thanks for the in depth analysis.
I am not using caustics but the glass is close to a very small and strong light source. This is probably the reason for the over bright pixels.
Is there a way to compensate for this? I have the feeling that altought long rendering times could fix this, it is not the best way to work somehow.

Kind Regards,

Giacomo.

Have you tried playing with highlight compression option while rendering?
My 3d stock portfolio - http://3docean.net/user/tomislavn