Author Topic: Noise on black  (Read 30201 times)

2013-06-11, 23:52:11
Reply #30

Ondra

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That would be great! (It would mean I wouldnt have to do it :D)


the RNG: I dont even know if it is in the menu somewhere ;) Search for "Alpha 3 emulation". Maybe it is in the debug/devel tab (activated in the about tab)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-06-12, 02:38:10
Reply #31

ous_gt

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well it's almost 200 hundred passes, and the black material started to get smooth i guess. Is this timing normal?

2013-06-12, 09:15:32
Reply #32

maru

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Would it be possible to force albedo to be lower so that it would be faster and more physically correct?
Marcin Miodek | chaos-corona.com
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2013-06-12, 09:38:56
Reply #33

Ludvik Koutny

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To put it more simply...  don't ever create superwhite materials, and always use LWF.

Albedo of white paper or clean snow is about RGB 220 220 220. There is not many things whiter than that... so, for example white painted walls in interior would be RGB 200 200 200 ;)

2013-06-12, 10:56:52
Reply #34

Polymax

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Gamma 1.5 - more contrast of GI! Enviroment - only HDRI(no sun, no sky)
Corona - the best rendering solution!

2013-06-12, 11:58:22
Reply #35

Ondra

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Would it be possible to force albedo to be lower so that it would be faster and more physically correct?
you need high albedo for some special materials. The problem is when the entire scene has too high albedo, not few selected objects
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-06-12, 13:29:47
Reply #36

ous_gt

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Polymax, yours seems very very fast. Can you explain me how you made it faster?

2013-06-12, 18:32:11
Reply #37

Polymax

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Polymax, yours seems very very fast. Can you explain me how you made it faster?
I'm:
1.Use portals
2.Use pt=16 + HD(512)
3. Resolution 720p
4. Albedo down to 0.7-0.8 diffuse level
I have more faster CPU than yours (i7 980 - 4GHZ)
« Last Edit: 2013-06-12, 18:42:24 by Polymax »
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2013-06-12, 20:22:53
Reply #38

maru

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Ok, I've made some tests. The results are pretty obvious but maybe someone will find this useful. It illustrates how important it is to keep realistic physical scale (is this the right term here?) for optimal quality/render time.

I set material's diffuse colour to 255 white and then changed diffuse level like this: 0,5 0,25 0,125 0,0625 so basically I cut it in half. There was also one render (0.jpg) where diffuse level was set to 0,9.

I also changed light intensity and most important: gamma to make the images as similar as possible. I know they will never be identical but this proves how fast you can render something and then do some adjustments to make it look almost the same as something that took much much longer to render.

Check out the render times. Imagine rendering something more complex with such render time differences and almost no quality difference.

If I'm writing some utter bullshit here, then correct me please.
Marcin Miodek | chaos-corona.com
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2013-06-12, 20:30:48
Reply #39

Polymax

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Very useful tests, thanx!
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2013-06-12, 20:52:15
Reply #40

maru

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If you want I can make more tests with more things explained, fancy notes on renders, etc. ;)
Marcin Miodek | chaos-corona.com
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2013-06-12, 20:59:59
Reply #41

Polymax

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If you want I can make more tests with more things explained, fancy notes on renders, etc. ;)
Yes, please!!!
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2013-06-12, 21:17:19
Reply #42

racoonart

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If you want I can make more tests with more things explained, fancy notes on renders, etc. ;)

+ 1 would be great :)
Any sufficiently advanced bug is indistinguishable from a feature.

2013-06-12, 21:50:30
Reply #43

maru

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Ok. Will do this tomorrow. Right now I'm using assert version and it's reeeealy slow and my internet connection is dying so it would be hard to download another one.
Marcin Miodek | chaos-corona.com
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2013-06-13, 02:07:11
Reply #44

ous_gt

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Great tests maru. Based on your tests, i can say, the lower diffuse level is, the faster rendering. As i understand, reducing general diffuse level is basically the same thing to reduce ray depth, because models reflect less light to others. That's why it's getting faster and faster if you keep reducing diffuse level. Is that correct?
If that's so, is it okay to reduce ray depth and keep diffuse levels all 1? Is it the same thing?