Title: Rendering: tiles visible in final render Post by: Sabine on September 02, 2016, 03:36:34 PM (http://orig12.deviantart.net/1728/f/2016/246/9/c/tw_kleinmengermax_by_crjr_by_sabine62-dagb2ru.png)
(http://orig05.deviantart.net/69a0/f/2016/246/1/3/sergei2_2_by_sabine62-dagb49w.png) This is an example of what happens when I render a tweak of one of CristJRogers glorious .frags http://crist-jroger.deviantart.com/art/Hybrid-Pseudo-Kleinian-pack-for-Fragmentarium-588698188 100 tiles, 1000subframes for the upper one, the lower one has only 100 subframes. Great tiling, I give you that! :fiery: I am really lost here. Has anyone any idea what I am doing wrong? No problems with other (older) examples, so probably a setting in IQClouds/Volumetric light settings/Heightfog? Have this problem both on Scorpion and 3dickulus build. Maybe it's something 'everyone' knows for ages, but I am still really new to the program. Any help would be appreciated! Title: Re: Tiling... Post by: claude on September 02, 2016, 04:43:20 PM I'm guessing the visible differences between tiles are coming from some post processing (buffer shader? not sure) that expects to have a whole image, I think the padding setting in the render dialog is meant to help with this
Title: Re: Tiling... Post by: Sabine on September 02, 2016, 05:15:17 PM Thank you very much, Claude! I will have a closer look at the padding info and the BufferShader. Never had this happen in other renders and it is persistent in both the Fragmentarium builds I have.
Title: Re: Tiling... Post by: M Benesi on September 02, 2016, 07:14:56 PM I had this (tiling of big renders instead of getting the whole render) happen a while back:
3Dickulus found what I had done (hopefully this didn't propagate to other raytracers!!!)- I had changed a line in the raytracer I was using while experimenting: line 40 in Fast-Raytracer-with-Textures.frag needs to be... coord = (gl_ProjectionMatrix*gl_Vertex).xy; NOT... coord = gl_Vertex.xy; Title: Re: Tiling... Post by: Sabine on September 02, 2016, 08:16:31 PM Thanks a lot, Matt! Have checked the raytracers involved
DE-Kn2cr11.frag 3DKn-1.0.5.frag but no such faulty lines. The only line I saw looking a bit like the one you mentioned was viewCoord = gl_Vertex.xy; but that's a different variable of course... Oh well ;) Title: Re: Tiling... Post by: Crist-JRoger on September 02, 2016, 08:22:33 PM sabine62, Hello ) glad to see your Frag renders :dink:
When you use tiles, you need use padding too. The value of padding mostly depends from AO and bloom parameters, so DoF too. If you doing render and leave PC for this time, I recommend use big tile resolution, or render in fullscreen view(then just press PrintScreen) ps. If you using DoF, 1000 subframes is not enough for high quality ;D Title: Re: Tiling... Post by: Sabine on September 02, 2016, 09:04:16 PM Great tips, Sergei, will look into this padding thing, thank you! :) And 2000 will do for dof? I thought 1000 was a lot already... :embarrass:
Title: Re: Tiling... Post by: Crist-JRoger on September 02, 2016, 09:38:20 PM And 2000 will do for dof? I thought 1000 was a lot already... :embarrass: It depends from specular(mostly), reflexions and volumetric light settings, if you will set high value of SpecularExp parameter for metallic effect, you'll got noisy DoF at specular areas. Just play with it in preview before final render )Here for example not enough subframes http://fav.me/d9cuzdl 1:1 (http://orig00.deviantart.net/f941/f/2016/246/7/9/d9cuzdl_by_crist_jroger-dagcb3l.jpg) Title: Re: Tiling... Post by: Sabine on September 03, 2016, 12:05:48 AM Yep, seen that on my own as well, thank you for the clarifying image, Sergei, I never thought I could get rid of these unsharp areas!
I will test and investigate ;) Title: Re: Tiling... Post by: 3dickulus on September 03, 2016, 01:35:49 AM CJR and I came up with a (sort of) formula for figuring out how much padding is needed...
I'll see if I can find it or remember it and will post it here too, a bit later :) (unless someone else does first) edit: actually not how much padding but how much to increase BloomTaps for some consistency between GUI View and Final Image -= The test =- tile size 768x432 padding 100% subframes 32 fragment BloomTest_Files.zip (http://www.digilanti.org/fragmentarium/BloomTest_Files.zip) image http://www.fractalforums.com/images-showcase-(rate-my-fractal)/bloom-test-t23544/ -= The Formula =- Viewing in GUI 512x288, BloomTaps = 20 Rendering final image 3840x2160, BloomTaps = 150 trial and error really, test, test, test. To get the final image to look the same as or very similar to the GUI view you have to increase BloomTaps for the Hires Tiled render and (in this case) use 100% padding Title: Re: Tiling... Post by: Crist-JRoger on September 03, 2016, 08:33:25 AM 3dickulus, Yes I remember that ) and I vote for fullscreen non-tiling render on maximal resolution (http://orig07.deviantart.net/402c/f/2016/246/8/2/scr_by_crist_jroger-dageicc.png) of your GPU :dink:
Title: Re: Tiling... Post by: 3dickulus on September 03, 2016, 07:55:25 PM 3dickulus, Yes I remember that ) and I vote for fullscreen non-tiling render on maximal resolution (http://orig07.deviantart.net/402c/f/2016/246/8/2/scr_by_crist_jroger-dageicc.png) of your GPU :dink: . lol ..so you can fry bacon and eggs on the GPU while you wait for the image? maybe you have the liquid cooler piped into your hot tub? you can set tile size to something like 2560x1600 and render just 1 tile :D but It really needs that little break between tiles to help keep it from having a meltdown :evil1: and to keep the desktop in a responsive state. Title: Re: Tiling... Post by: 3dickulus on September 03, 2016, 08:11:18 PM Thanks a lot, Matt! Have checked the raytracers involved DE-Kn2cr11.frag 3DKn-1.0.5.frag but no such faulty lines. The only line I saw looking a bit like the one you mentioned was viewCoord = gl_Vertex.xy; but that's a different variable of course... Oh well ;) I had this (tiling of big renders instead of getting the whole render) happen a while back: 3Dickulus found what I had done (hopefully this didn't propagate to other raytracers!!!)- I had changed a line in the raytracer I was using while experimenting: line 40 in Fast-Raytracer-with-Textures.frag needs to be... coord = (gl_ProjectionMatrix*gl_Vertex).xy; NOT... coord = gl_Vertex.xy; @sabine62 try it on viewCoord, observe result, revert back if not successful, I think this bit was in the vertex shader not in the fragment shader iirc Title: Re: Tiling... Post by: M Benesi on September 03, 2016, 08:27:32 PM I'm looking at the code now.. viewcoord2 has the projection matrix, so... I dunno if viewcoord needs it.
Ok, version 1.19 (3Dickulus) allows me to do a big render. My mangled version of .25 does not. I'll recompile from the original .25 code and see if that works. Update: it does not (for me, compiled from original .25 source). comparison between the 2: .25 allows you to set tile size in the "big render window". This screws up the tiling (this will be fixed in .26!). For now, revert to a .19 version that works. Or... also... something about the .19 version, you need to have feedback.frag included or it crashes because of the feedback code. We have work to do to get this stuff working... older versions (.18 and below???) should work because the didn't have feedback stuff. sigh... just created some sort of neat feedback frags too.... .19 big render dialogue (click to enbiggen): (https://lh3.googleusercontent.com/lfpykDcv27BQIgGJvF2RjTFoj3hv6yiOevL3G4SAarKteSqxxQdCG1ZlAS2C-rgSWUVzh_sh4B501sIt0OzPBAvM00OGnBiF7iL9R3r5Ak3CR-ePYDbjPUBYpFE4VhTxtckHKGLxVd-XIrlzT6zldmyGK9681f2_Aibpp4JC2ehqnk4V2SL4zbX86N0MdXSjOVvbkdvpR9IqUokDByGS7vpIcjCMoCeXR7J_X8xafwcQ9Pa1JFQ0wEFEBOhj7hvdWrSw2yZS25AablQKyc4Ocr5vRFL8sjzrMwQbzm9myIo7-WfPvpmkaXEDpgr1pJ-AStUskFreEnljqAXHgWK09p4TbP18JzB1eKjG-0eL_WYvNRXXNwdO5TFEIz3tjRZBja8h_85QdNttxQPc1TefSu9cVYMY44MVepJcYwoplAnqCqaYU36o6Qs5W281PjzPP6btjJJYno_KjNoNpdKFIZhNlzdWP8HEuq6e414qf7oILta1cgwWfP2eMylPxLyY7hbP5odn8z6lKjxCe-gt6BeoRp0aDVAZACaFRhAdiJtmFIxPVX5pA8fmk_V1dyOuhoveyZVOrIKrtId26EVqhV7dW1tIIcO5mDbIJE3A_am3kQAt=w832-h520-no) (https://lh3.googleusercontent.com/lfpykDcv27BQIgGJvF2RjTFoj3hv6yiOevL3G4SAarKteSqxxQdCG1ZlAS2C-rgSWUVzh_sh4B501sIt0OzPBAvM00OGnBiF7iL9R3r5Ak3CR-ePYDbjPUBYpFE4VhTxtckHKGLxVd-XIrlzT6zldmyGK9681f2_Aibpp4JC2ehqnk4V2SL4zbX86N0MdXSjOVvbkdvpR9IqUokDByGS7vpIcjCMoCeXR7J_X8xafwcQ9Pa1JFQ0wEFEBOhj7hvdWrSw2yZS25AablQKyc4Ocr5vRFL8sjzrMwQbzm9myIo7-WfPvpmkaXEDpgr1pJ-AStUskFreEnljqAXHgWK09p4TbP18JzB1eKjG-0eL_WYvNRXXNwdO5TFEIz3tjRZBja8h_85QdNttxQPc1TefSu9cVYMY44MVepJcYwoplAnqCqaYU36o6Qs5W281PjzPP6btjJJYno_KjNoNpdKFIZhNlzdWP8HEuq6e414qf7oILta1cgwWfP2eMylPxLyY7hbP5odn8z6lKjxCe-gt6BeoRp0aDVAZACaFRhAdiJtmFIxPVX5pA8fmk_V1dyOuhoveyZVOrIKrtId26EVqhV7dW1tIIcO5mDbIJE3A_am3kQAt=w0-h0-no) .25 big render dialogue (click to enbiggen): (https://lh3.googleusercontent.com/TJgVzQtSAUTzBVIGWlO50y-lezxBmQUEd9spSUrPDTwSM5oKRL2qjNgCjpySpWU6njN_cJun2T7B10le2sedz79oSX1o_JeiqnZOQ4Q4wQgg49c8CqV4gIwEyM4OMu1MROt-JIxag1tOp4vqY4Z_xiT6rmbVRlY7q7mWORWBJxbOc-XcjjdGLLZnMq6mibQhR7UFY4jZEzbAWl2kJVPj__ju75ZGRN0ZMJMWYXeIsCfZAFL1t94OrCslbCvMXsKPN-jKXPf9rSQPb0eWUHNNC4B38Cz3e1LqxTsBgo-BPBQisBMw9315EDCJcPf9iwKt1xohCNlsJ0NNE7SPfJXLo7svmfIMMXavfksLlPnIHQ4Kk_xpJ3LIdGUSiR2wTaWpMjdkevQHM-3dKt9RyRwiy5tx1z3Zk2mv0fRg2mumHrraV96OxA1iyxdWlDb9fWcLdyOGH4V-HF8T54Pme_MRe2daiBNo6NCR1hhGSk0I9Ws9M6L3moz6akUP6BhxPoVLKmFOXI92PzlnIngal61xcd0JCzLSXWa9Ho8IBqyvurc1zmPft0AKNDg8Dcx1MDE4Z6dP0YSnb3bHSswlyYbrjXLs_PGAz5Qz9zw8KsAlso7uCA3c=w832-h520-no) (https://lh3.googleusercontent.com/TJgVzQtSAUTzBVIGWlO50y-lezxBmQUEd9spSUrPDTwSM5oKRL2qjNgCjpySpWU6njN_cJun2T7B10le2sedz79oSX1o_JeiqnZOQ4Q4wQgg49c8CqV4gIwEyM4OMu1MROt-JIxag1tOp4vqY4Z_xiT6rmbVRlY7q7mWORWBJxbOc-XcjjdGLLZnMq6mibQhR7UFY4jZEzbAWl2kJVPj__ju75ZGRN0ZMJMWYXeIsCfZAFL1t94OrCslbCvMXsKPN-jKXPf9rSQPb0eWUHNNC4B38Cz3e1LqxTsBgo-BPBQisBMw9315EDCJcPf9iwKt1xohCNlsJ0NNE7SPfJXLo7svmfIMMXavfksLlPnIHQ4Kk_xpJ3LIdGUSiR2wTaWpMjdkevQHM-3dKt9RyRwiy5tx1z3Zk2mv0fRg2mumHrraV96OxA1iyxdWlDb9fWcLdyOGH4V-HF8T54Pme_MRe2daiBNo6NCR1hhGSk0I9Ws9M6L3moz6akUP6BhxPoVLKmFOXI92PzlnIngal61xcd0JCzLSXWa9Ho8IBqyvurc1zmPft0AKNDg8Dcx1MDE4Z6dP0YSnb3bHSswlyYbrjXLs_PGAz5Qz9zw8KsAlso7uCA3c=w0-h0-no) Title: Re: Tiling... Post by: Crist-JRoger on September 03, 2016, 09:38:31 PM . lol ..so you can fry bacon and eggs on the GPU while you wait for the image? No, GPU usage can't be more than 100 % or less ) it always 100% when you do render in Frag and temperature always the same, and I think you know that ) Nvidia not so hot as ati ;Dmaybe you have the liquid cooler piped into your hot tub? Noyou can set tile size to something like 2560x1600 and render just 1 tile :D No, and I wrote about that not so long ago. Window-mode or fullscreen-mode much more stable than tile render, and I wrote about that so long ago :dink:Just run render and leave PC until the end Title: Re: Tiling... Post by: 3dickulus on September 04, 2016, 07:29:51 AM @Crist-JRoger if only humor would translate better :-\
2560x1600 and render just 1 tile works no problem in v1.0.25 :hmh: if the buffer size is wrong in the GUI view after a big render it should be ok after a buffer reset in the Buffer Size pull down (Lock Window to Size) Title: Re: Tiling... Post by: Crist-JRoger on September 04, 2016, 07:39:54 AM 3dickulus,I don't know, I like original 1.0.0 (https://github.com/Syntopia/Fragmentarium/releases/download/v1.0.0/Fragmentarium.-.Windows.-.V1.0.0.zip) version ^-^
Title: Re: Tiling... Post by: Sabine on September 04, 2016, 10:11:07 AM Thanks(!) to 3Dickulus and Crist-JRoger I managed to render this one below (100% padding, 2000 subframes), yesyes!! No more tiling! Left the bloom to what it was for now and it's better in the final render than on screen which basically must mean that I've overdone with the bloom anyway initially :} Will experiment more with less padding and the bloom taps
I am on 1.0.22-Qt_5_4_2-MinGW-version, max tilesize is 256x256! I thought that was the latest version (it's the most stable one I've had until now though). And rendering with the fullscreen (Render>Fullscreen (Escape key toggles)) option: I have a rendered image there within a minute, but it looks more like a preview quality-wise? Tried to render as 1 tile in the Scorpion version and my gpu driver died on me :laugh: M Benesi, will test what changing the coordsview will do and let you know (http://nocache-nocookies.digitalgott.com/gallery/19/10093_04_09_16_9_56_23.png) http://www.fractalforums.com/index.php?action=gallery;sa=view;id=19568 Title: Re: Tiling... Post by: Crist-JRoger on September 04, 2016, 12:26:01 PM Condrats!!! :D Nice render :dink:
No need 100% padding, 20-25% usually enough About GPU crash read here and do it ) Why does Fragmentarium crash? (http://blog.hvidtfeldts.net/index.php/2011/12/fragmentarium-faq/) Fragmentarium has no "preview", it is how it is ) just increase subframes and it will be rendered like Chaotica or JWildFire progressive render, so don't click on scene and wait ;D Title: Re: Tiling... Post by: Sabine on September 04, 2016, 02:50:09 PM Switched to 1.0.25-Qt_5_4_2-MinGW, can render 1 tile 1920x1080, 2000 subframes now! No padding and exactly same quality as the render with tiling and high padding! :) No excess heat for hot tub either ;D
Crist-JRoger thank you! :) I am learning, so lots of artefacts still and such. Interface (camera/raytracer) is so different to mb3d that I do not have a lot of control over where I am navigating yet ;) Will experiment more with padding (or stay with 1-tile render! ;)) I forgot to set the subframes to 2000 when doing the full screen render :embarrass: But checking now, I can go only to 200 max. in main screen, maybe that's different for other OS. Also thank you for the Syntopia-link. Had implemented those registry settings on old computer... and totally forgot about them ;} 3Dickulus' version seems so much more stable, no problems rendering the big tile... Title: Re: Tiling... Post by: Crist-JRoger on September 04, 2016, 04:00:05 PM Always welcome )
Glad to see Fragmentarium's activity :embarrass: Interface looks more like 3D computer game (W,S,A,D,Q,E,..., mouse wheel) And yes, you can create all effects and explore fractal with complete settings, if GPU allows For me, original version by Syntopia seems to be more comfortable and usable, because I often go far out from sliders limit ;D Try to manipulate sliders by keyboard arrows :) (Knighty, sorry, but it's fun) Title: Re: Tiling... Post by: Sabine on September 04, 2016, 06:10:47 PM M Benesi: changed the coordsview, not a good idea;) Got big blurred tiles, like a pixelation almost! ;) So we can skip that as culprit, which is only good! Padding seems the answer after all :)
Crist-JRoger: Ahh yes, keyboard input!! I didn't even try, though I am used to do a lot with W and S in mb3d... :embarrass: Thank you again!! Sliders: Often the sliders when handled with keyboard are too slow to make any progress, and somehow arrow up/down do edit size of steps did not work properly in previous version, it got stuck 88) But in new version works great! Slider limits: I too simply change sliders to bigger values (and/or negative ones, if needed);} uniform vec3 JuliaC; slider[(-2,-2,-2),(0,0,0),(2,2,2)] --> uniform vec3 JuliaC; slider[(-4,-4,-4),(0,0,0),(4,4,4)] works well in this version 1.0.25 too ;) It's basically why I adore this program, everything is editable... Title: Re: Tiling... Post by: Crist-JRoger on September 04, 2016, 07:08:09 PM About slider limits... just imagine:
You created scene, a lot of details-shadows-reflexions-ao... and decide add volumetric light or something else. Nobody knows how much. Maybe 0.001, maybe 1000. For now it will be 100000 for example, but slider has limit 1. And you forced to escape from the creative process, going to programming interface and change code :-\ And than needs rebuild scene once again (Long ago I just forgot about clicking F5 everytime ;D ) Unlimited sliders helps, really. It's simple :) Title: Re: Tiling... Post by: M Benesi on September 04, 2016, 08:01:57 PM Thanks Sabine! Good job on getting it to work.
I started looking into that on my own and got distracted by another issue- couldn't even do renders in my compiled version of .25 (I remember I was supposed to correct a piece of code... but forget which piece... better look through messages). Title: Re: Tiling... Post by: 3dickulus on September 04, 2016, 11:37:00 PM @sabine62 to help with navigating v1.0.25 (win exe)
MiddleMouseButton click in the render view will point the camera to that direction, I find this with rolling mouse wheel is a great way to explore. also, if the raytracer frag, like DE-Kn2.frag, has PosLight tab with vec3 named LightPos for coords it can be set by <CTRL> + MiddleMouseButton click, the DepthToAlpha checkbox in the Post tab has an effect on how Z depth is calculated, UnChecked will place the light in front of the object surface, Checked will try to place the light at the distance from camera for this pixel, which varies a bit depending on NormalBackstep. A bit convoluted, but that's the current state. the maximum single tile size in v1.0.25 is 3840x2160 this gives a maximum image size of 384000x216000, but depending on your GFX card the absolute max might be more like 8129x8192, this limitation applies to all (Qt) image formats except EXR, this format is saved to file as it's created so it doesn't have to hold the entire image in memory and should allow an absolute maximum image size of 384000x216000 (1277.6 Mega pixels). @Crist-JRoger v1.0.26 has a dialog (RMB on slider) that replaces arrow keys for adjusting the slider step size, should be able to adjust min/max for slider too? ;) happy hunting :beer: edit: http://www.fractalforums.com/images-showcase-(rate-my-fractal)/bloom-test-2-t24485/ Title: Re: Tiling... Post by: Crist-JRoger on September 05, 2016, 10:15:15 AM 3dickulus, can you set free sliders (as original Fragmentarium) and create option to enable slider borders if needed? It will be a reason for going to your version :)
Title: Re: Tiling... Post by: 3dickulus on September 05, 2016, 11:33:03 AM ...from Qt5 docs
Quote The slider forces the value to be within the legal range: minimum <= value <= maximum. When the slider is created Qt imposes min/max.maybe older Qt didn't care about min/max or maybe the way the event handler was setup was broken and allowed this overshoot, but honestly ??? you can't manage typing in a couple of numbers and clicking the build button once in a while ??? it's trivial really. in older versions of Fragmentarium when the value goes outside of the valid slider range it doesn't update the value in the gui anyways so you have no idea what number is there. Surely the new features and fixes outweigh a broken event handler. :-\ Title: Re: Tiling... Post by: Crist-JRoger on September 05, 2016, 02:28:37 PM :sad1: bad news, i like your feature with "Copy group" buttons
I just don't want manage sliders in every scene every time :dink: It's more important than all changes between 1.0.0 and yours ) Title: Re: Tiling... Post by: 3dickulus on September 05, 2016, 08:13:54 PM it's a GLSL programming environment and this has nothing to do with tiling :-\
Title: Rendering: tiles visible in final render Post by: Sabine on September 06, 2016, 08:49:08 AM 3Dickulus Thank you for the navigation-tips! I really could do with those :yes: I guess mousewheel could act as middle mouse-button, will have a good look at the possibilities...
Re your last post: should I change the topic to something more clear (no idea if I can change it but will try if you think it's helpful)? Update Changed it to something hopefully better... Title: Re: Rendering: tiles visible in final render Post by: 3dickulus on September 06, 2016, 02:33:43 PM effects in the "Post" tab are executed in the buffershader.frag, this does not see the whole picture, only what's in the buffer, when tile rendering it only "sees" one tile at a time and does not compensate for neighboring tiles, that's why there is padding option, this over-renders and clips the middle so that tile borders match better.
effects like lensflare http://www.fractalforums.com/fragmentarium/adding-to-the-buffershader/ fail miserably with small tiles and require the entire image or it won't apply properly :beer: Title: Re: Rendering: tiles visible in final render Post by: Sabine on September 08, 2016, 01:45:59 PM Thank you for the explanation, 3Dickulus, very helpful for understanding what really happens there! |