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« Reply #45 on: February 18, 2013, 10:11:57 PM » |
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What is the "No ipol" check box on the Object tab of the Lighting panel?
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Jesse
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« Reply #46 on: February 19, 2013, 12:44:11 AM » |
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Thx Alef for the infos,
so i see that pure randomness is not the best for montecarlo, but to implement for example the halton method i must store at least the iteration number for the sequence to continue at a certain position. This might be possible for one or two situations like ambient rays at depth1... might give it a try. Just if you must continue at iteration 10000 or more, it might be unproductive to always iterate the RNG 10000 times for the next nn rays.
Nevertheless there are plenty of optimizations left, that is nice and a curse to know, lol!
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« Last Edit: February 19, 2013, 09:09:25 AM by Jesse »
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Jesse
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« Reply #47 on: February 19, 2013, 09:13:19 AM » |
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What is the "No ipol" check box on the Object tab of the Lighting panel?
To turn of the linear object-color interpolation, but it is a little buggy in the beta3 because it is not considered yet in the color presets (those with the preview image at the bottom of the lighting panel)!
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Jesse
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« Reply #48 on: February 19, 2013, 10:10:01 PM » |
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Tried the halton pseudo random generator on ambient rays, the result is quite promising!
Attached as little example with an average of 13 rays per pixel...
Now i would like to have also a 2d pseudo random generator for disc distribution instead of a rect!
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Syntopia
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« Reply #49 on: February 19, 2013, 11:03:16 PM » |
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Now i would like to have also a 2d pseudo random generator for disc distribution instead of a rect!
You could generate a 2D halton sequence (for instance by using base 2 for X and base 3 for Y), and then transform to a uniform disk distribution using formula 19 in the GI compendium: http://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf
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Jesse
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« Reply #50 on: February 19, 2013, 11:30:20 PM » |
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Nice article, thank you very much! Because all values will be precalculated, i can take formula 19b
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« Reply #51 on: February 20, 2013, 12:55:41 AM » |
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MC render changed Depth and Hard Shadows. Any suggestions on settings to change in MC to get closer to original?
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KRAFTWERK
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« Reply #52 on: February 20, 2013, 08:57:17 AM » |
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MC render changed Depth and Hard Shadows. Any suggestions on settings to change in MC to get closer to original?
Why do a new kind of render just to try to get close to the old kind of render??? I think Jesse said somewhere that MC is no good together with dynamic fog, that might be the problem... Try to adjust contrast and gamma (but it will not change the lost fog of course...)
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« Reply #53 on: February 20, 2013, 09:50:42 AM » |
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Why do a new kind of render just to try to get close to the old kind of render?
To achieve predictable results. It is more important with the MC method since Lighting/Postprocess can not be adjusted after the render. I think Jesse said somewhere that MC is no good together with dynamic fog, that might be the problem The dynamic fog is equal in the background of both images. (Difference mode comparison in Photoshop) Is there a way to disable Hard Shadows? It was not enabled in the parameters that were imported.
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Alef
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« Reply #54 on: February 20, 2013, 04:57:24 PM » |
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Pretty visible difference.
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fractal catalisator
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Teena
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« Reply #55 on: February 20, 2013, 05:12:56 PM » |
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Is there a way to disable Hard Shadows? It was not enabled in the parameters that were imported.
Click the "Postprocess" button and disable the automatic calculation of hard shadows. EDIT: Oops! I totally misunderstood your question. I didn't realize that you were talking about disabling the hard shadow in the MC renderer.
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« Last Edit: February 20, 2013, 06:34:03 PM by Teena »
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Jesse
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« Reply #56 on: February 20, 2013, 05:57:56 PM » |
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MC render changed Depth and Hard Shadows. Any suggestions on settings to change in MC to get closer to original?
A quote from the Readme (hard to find in the whole text i guess): - Hard shadows will always be calculated, switch off all lights that would give no big light amount or lies outside a room, use positional lights to light a room inside. The only way to switch off the HS calc would be to decrease the max length calcuation to 0. You can also light only by ambient, use a background image for example, but i want to get closer to reality with this renderer, so i did the opposite: send the parans back to main and the params are changed to fit more the mc output! This way you can judge the result better.
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Jesse
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« Reply #57 on: February 20, 2013, 06:06:51 PM » |
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Here some more results from the montecarlo pseudo RNG approach: 2 images attached, first the halton numbers and all pixels get the same ones for ambient rays, it is more like many straight reflects... so i did a way to shift the halton values (also pseudo random) based on the pixel position, what makes it comparable to the random noise generator with the ability of noise filtering! The benfit is that it seems to converge linear with raycount and not quadratic! (Or better: noise~1/raycount versus noise~1/Sqrt(raycount) with standard RNG)... Correction: this can't be really true, must be a bit different... Of course one needs for every depth of calculation and every function (DOF, subpixelshift) independent pseudo numbers, but even only the first depth of ambient calculation brings a big profit. The second images shows the difference with about 62 calculated rays in average, this makes it really useable!!!
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« Last Edit: February 20, 2013, 06:59:10 PM by Jesse »
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slon_ru
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« Reply #58 on: February 20, 2013, 09:51:02 PM » |
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Wow, MC is cool! Thx Jesse! Can i save animation with MC (in future, with i8 cpu )?
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Jesse
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« Reply #59 on: February 20, 2013, 11:05:07 PM » |
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Can i save animation with MC (in future, with i8 cpu )? Lol, not in the near future i guess! Currently i have to fix several intern issues because of a little feature i want to do... to keep everything running again, it takes another week(s) for the release
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