Crist-JRoger
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« Reply #30 on: October 31, 2015, 09:52:12 PM » |
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Patryk Kizny, are you want to upgrade GI or add features from GI to DE-raytracer? Did you try Sky-Pathtracer? It's much more cleaner and faster than GI, and lighting... so wonderful
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Patryk Kizny
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« Reply #31 on: October 31, 2015, 11:20:18 PM » |
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Not sure yet. Sky is a good idea. As for now checking ant trying to understand Effie's GI. Will see about merging some concepts into my tracer. A few bounces would actually make images look more organic. But don't want to kill the GPUs. There's already lots of stuff there.
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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Patryk Kizny
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« Reply #32 on: November 01, 2015, 11:07:28 AM » |
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So why does your Vimeo say 'Dick Ulus'? That's where I took it from.
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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3dickulus
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« Reply #33 on: November 01, 2015, 11:33:59 AM » |
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I don't use my real name anywhere on the internet, or at least I try not to use it. Regardless, on FF I am known by my username. If I used my real name and email on every site that requires a login to participate then I would be easily tracked and hacked.
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Patryk Kizny
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« Reply #34 on: November 01, 2015, 01:43:40 PM » |
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See attached 1.1.9 IBL seems to work properly now, added controls for how much IBL affects shadowed areas.
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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Patryk Kizny
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« Reply #35 on: November 01, 2015, 05:17:22 PM » |
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Another update adds glossiness parameter to all materials. This gives more control over reflections. Though, the reflections still seem to be very buggy.
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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Crist-JRoger
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« Reply #36 on: November 01, 2015, 06:48:36 PM » |
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Nice ))) You read my thoughts man! Can you add smooth parameter for reflections?
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Patryk Kizny
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« Reply #37 on: November 01, 2015, 07:04:00 PM » |
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It's controlled separately for the floor and objects using glossiness sliders.
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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Patryk Kizny
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« Reply #38 on: November 05, 2015, 06:25:26 PM » |
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@Patryk Kizny, i spend some time playing with parameters in de-pk-116. And i found "bug" when lightsourse(spotlight) too long from scene. In original kn2 there is no bud here. Can you fix it?
I have investigated the problem with and it looks like it's sitting in the main trace function, that simply breaks off the main loop. I think this is the matter of overshooting the surface. I have no idea why it happens, but I can confirm it is also in the DE-Kn2 raytracer. Usually, it's possible to tweak everything using FudgeFactor. t happens only in the center of the frame and against surfaces that are more perpendicular to the ray.
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« Last Edit: November 05, 2015, 07:49:49 PM by Patryk Kizny »
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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Crist-JRoger
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« Reply #39 on: November 05, 2015, 08:42:41 PM » |
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DE-Kn2 cleaner ) I repeated test with the same parameters of lightsource distance.
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Patryk Kizny
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« Reply #40 on: November 06, 2015, 12:03:24 AM » |
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OK, probably these are 2 different issues then. Ill check with your test file.
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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Crist-JRoger
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« Reply #41 on: April 06, 2016, 10:48:12 AM » |
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Played some time with glossy materials. Good work, Patryk! Some parameters make lighting very similar to path-tracing renders. This is really cool! I'll try to combine material feature with latest changes in Knighty's DE. I hope that my video card does not burn
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Patryk Kizny
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« Reply #42 on: April 06, 2016, 10:58:28 AM » |
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It's cool you're playing with it!
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Visual Artist, Director & Cinematographer specialized in emerging imaging techniques.
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Crist-JRoger
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« Reply #43 on: April 06, 2016, 10:45:42 PM » |
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I cut all code from DE-PK-1.1.9 besides materials. Just wanted to see how it works. This func makes reflections smooth if (hitMat.glossiness>0.0){ vec3 jitter = hitMat.glossiness*(rand(curPos.xy*(float(subframe)+1.0))-0.5); Ray = SRReflect(Ray, hitNormal + jitter, 0.*minDist); } So i have too much white dots, when glossiness = 0 and FudgeFactor=1, image has no artifacts when FudgeFactor decreased. Is any way to get smooth glossy material with FudgeFactor near 1? Tests: Raysteps=500,ReflNumer=1,FudgeFactor=1 / Raysteps=500,ReflNumer=1,FudgeFactor=0.4 Raysteps=500,ReflNumer=2,FudgeFactor=0.4 / Raysteps=1000,ReflNumer=1, FudgeFactor=0.14Finally nice lighting
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« Last Edit: April 07, 2016, 06:38:38 AM by Crist-JRoger »
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Crist-JRoger
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« Reply #44 on: April 09, 2016, 11:23:41 AM » |
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Glossiness is very nice material parameter and it makes lighting on scene more realistic. Maybe there is some way to repeat this parameter like GI but more faster? I tried some different functions for jitter, they all works strange... Need help Original image Patryk Kizny's vec3 jitter = hitMat.glossiness*(rand(curPos.xy*(float(subframe)+1.0))-0.5); from Knighty's volumetric light vec3 jitter = hitMat.glossiness*(rand(viewCoord+vec2(1.6183+float(subframe+1)))); from Kali's volumetric light vec3 jitter = hitMat.glossiness+rand(curPos.xy+vec2(subframe,subframe*1.12358))-.9;
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