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Author Topic: updating of DE-Raytracer  (Read 38282 times)
Description: adding features in DE-raytracer: volumetric light, kaliset3d, clouds...
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Crist-JRoger
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« Reply #135 on: April 07, 2016, 07:22:07 PM »

As Knighty says: "bloom effect radius is in pixel so when doing a high res rendering the effect will be "smaller""
And i know it bacause i'm using bloom a lot  wink
Just now tested AO with small tiles, small tiles & padding, fullscreen. And fullscreen is really better!  grin
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3dickulus
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« Reply #136 on: April 08, 2016, 12:42:44 AM »

ok, I get it, tile size has nothing to do with bloom size, it's relative to overall image size, hmm, how to fix so that preview blooms are the same scale in full size final render? wysiwyg?
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« Reply #137 on: April 08, 2016, 06:21:02 AM »

Just add more bloom in preview and you'll get what you need in final large render  smiley
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3dickulus
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« Reply #138 on: April 08, 2016, 07:23:50 AM »

preview 400 wide, final render 4000, still would like wysiwyg
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« Reply #139 on: April 08, 2016, 09:05:08 AM »

wysiwyg
Googletranslate doesn't know what it is  undecided
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hobold
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« Reply #140 on: April 08, 2016, 01:04:28 PM »

Googletranslate doesn't know what it is  undecided
Abbreviated "What You See Is What You Get". A design philosophy of graphical user interfaces, that aims to never present drafts or previews to the user, but always display an accurate representation of the final result, if not the final result itself.
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3dickulus
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« Reply #141 on: April 08, 2016, 02:17:34 PM »

@hobold   A Beer Cup
@Crist-JRoger  embarrass  apologies, I meant it would be nice not to guess at what it will look like before a long render.
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« Reply #142 on: April 08, 2016, 03:19:56 PM »

Ok, i understand.
So bloom in De-KN2 is not "wysiwyg"  smiley

But initially my question was about crashing when we use tile rendering, and good work when we use fullscreen mode (Ctrl+F or Ctrl+Shift+F)  help
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3dickulus
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« Reply #143 on: April 08, 2016, 08:45:00 PM »

you are using v1.0.0?

please use v1.0.23 the latest 3Dickulus version http://www.digilanti.org/fragmentarium/ or the legacy master version from Syntopia @ https://github.com/Syntopia/Fragmentarium

full screen is toggled by ESC key (3Dickulus version)

updating progress does not check for subframe finish and does not call processGuiEvents() in main thread, instead it just issues an update request to the progress window and returns, this should be a little bit faster. edit:this will be in v1.0.24 (next patch release)

v1.0.23 does not crash when using tile render.
« Last Edit: April 09, 2016, 04:14:37 AM by 3dickulus » Logged

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« Reply #144 on: April 09, 2016, 09:12:10 AM »

Thank you for support, 3dickulus! But now i have Radeon, and your frag version is greatly slows down and hangs! Subframes calculates 1 per second  lips are sealed ...  undecided even with any .frag file. I can't use this version
I use Syntopia's original 1.0.0, and it works fast. Tile render crashed when settings hard, fullscreen mode works well! I tested on this scene http://sta.sh/0gh0x7hl5g8 and other resource intensive scenes.
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3dickulus
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« Reply #145 on: April 09, 2016, 09:42:18 AM »

radeon + frag v1.0.23 = bad  huh?

in the zip file from my website there are 4 exe files, did you use one with nonv in the name?

nonv = no nVidia specific calls
nv =  has some stuff that works with nVidia only

it is very disappointing to hear and I would like to fix it but I don't have a radeon card to test with...

are there any coders out there with radeon cards that feel up to the challenge of hacking at this problem?
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« Reply #146 on: April 09, 2016, 11:31:21 AM »

I also was surprised. Yes, all 4 files.

nonv = no nVidia specific calls
nv =  has some stuff that works with nVidia only
I'm not a fool  scared white
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3dickulus
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« Reply #147 on: April 09, 2016, 07:41:28 PM »

I'm not a fool  scared white

 embarrass I am sometimes  clown
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« Reply #148 on: April 09, 2016, 11:24:48 PM »

sorry I can't help with v1.0.0 or bloom issues sad not explaining this for you, just clarifying wink the win machine I compile on has nVidia card, not sure if that would make a difference (shouldn't)

for bloom, because it's in the buffershader it is a post render effect and because it is pixel based the buffer xy size has a huge impact, ok.
when using tiled render the buffer size is = the tile size, when viewing in the GUI the buffer size is == the size of the rendered image.

to illustrate the effect, image 1 is from the GUI, image 2 was rendered @ 3840x2160 with tile size of 256x144 and 100% padding that means image 2 requires the render time of a 7680x4320 image sad
scaled with gimp for comparing, no matter how I over compensate in the bloom settings I can't get the look I want in the final render short of rendering the full sized image in one go.

bloom is a great effect, consistency between gui and tiled fullsize would be really nice...

re:crashing tile render, do you have any error message output?


* bloom-1-onscreen.jpg (30.45 KB, 512x288 - viewed 86 times.)

* bloom-2-rendered.jpg (72.1 KB, 512x288 - viewed 93 times.)
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« Reply #149 on: April 10, 2016, 08:30:01 AM »

for bloom, because it's in the buffershader it is a post render effect and because it is pixel based the buffer xy size has a huge impact, ok.
when using tiled render the buffer size is = the tile size, when viewing in the GUI the buffer size is == the size of the rendered image.
to illustrate the effect, image 1 is from the GUI, image 2 was rendered @ 3840x2160 with tile size of 256x144 and 100% padding that means image 2 requires the render time of a 7680x4320 image sad
scaled with gimp for comparing, no matter how I over compensate in the bloom settings I can't get the look I want in the final render short of rendering the full sized image in one go.
Yes, I tried to say that  smiley

bloom is a great effect, consistency between gui and tiled fullsize would be really nice...
Use large tiles 2x2 or 3x3 (960x540 or 1280x720) and you will get approximately the same picture like from GUI.

re:crashing tile render, do you have any error message output?
Сrashing driver. It was 100% on nvidia. Radeon - crashing driver too, but somerimes program hang without error. Just hanging out... and white window (аpplication not responding).

If the scene is hard and tile renderer small tiles does not suit me, I turn on the full screen mode. Whatever the hard scene, nothing hangs. Why?
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