Interior & exterior gghouse
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- Posts: 20
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Re: Interior & exterior gghouse
Thank's Dade for explanation!
This scene has a longer "session init time" 15 mins, is it a time to calculate grass particle system? Session init time is to calculate photonGI ?
This scene has a longer "session init time" 15 mins, is it a time to calculate grass particle system? Session init time is to calculate photonGI ?
Re: Interior & exterior gghouse
I think so even if for a real answer I should see the logs. It is a very long pre-processing time. The latest build has also an automatic optimal radius selection and stop conditions: you parameters are probably over the top and case a very long preprocessing.Peperepe77 wrote: ↑Tue Apr 23, 2019 9:13 am This scene has a longer "session init time" 15 mins, is it a time to calculate grass particle system? Session init time is to calculate photonGI ?
If you can upload your scene (just the empty room with only walls, windows and background), we can check the settings and look for what could be optimal.
Re: Interior & exterior gghouse
I would disable the Direct Light Sampling Cache (DLSC), it's probably responsible for the long session init time.
The PhotonGI settings look like it is computed very fast. Halt threshold of 57% in PhotonGI is probably even too low quality (preview quality is 15%, final quality is 5%).
The PhotonGI settings look like it is computed very fast. Halt threshold of 57% in PhotonGI is probably even too low quality (preview quality is 15%, final quality is 5%).
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- Posts: 20
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Re: Interior & exterior gghouse
I tried to turn-off particle system, init session is 2 mins.
I try your suggestion BYOB.
Thank's a lot guys
I try your suggestion BYOB.
Thank's a lot guys
Re: Interior & exterior gghouse
Particle system conversion is part of the "export time" in the statistics table.
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Re: Interior & exterior gghouse
A new view for this project.
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- Posts: 20
- Joined: Fri Apr 19, 2019 3:56 pm
Re: Interior & exterior gghouse
Hi guys, this is an update for exterior scene. I need help to create a good water material for the pool; now is a simple plane with glass material IOR 1,333.I should to add interior or exterior volume? There is a lux tutorial? Here references https://www.archdaily.com/907558/gg-house-sommet
Re: Interior & exterior gghouse
Yes you should add an interior volume for the water. Click the Add button on the material output node and you should now have a clear volume node added for you. Put a slight blue color as absorption color.
The water in your render looks dark. Make sure that transmission and reflection color is full white on the glass node.
The water in your render looks dark. Make sure that transmission and reflection color is full white on the glass node.
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- Posts: 20
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Re: Interior & exterior gghouse
Thank's Piita, very useful. This setup need a real water mesh? I should model water such as box/volume of interior pool, is it correct?
Now water is a simple plane with glass material, I turn on "architectural" , it results more transparent but a fake water material .
I try with volume.
Now water is a simple plane with glass material, I turn on "architectural" , it results more transparent but a fake water material .
I try with volume.
Re: Interior & exterior gghouse
As long as the camera stays above the water surface, a plane is enough.
"Architectural" glass means that refractions are ignored and the render engine can do direct light sampling through the water, this is fine if the water surface has no waves, but will look fake if the surface has bump/displacement.
For correct rendering of the caustics, you will have to use Bidir + Metropolis.
An interior volume can be used to get correct absorption, and will work fine in all engines.
Unidirectional pathtracing can't render light refracted on the floor below the water efficiently, because it's technically caustics.Peperepe77 wrote: ↑Fri May 17, 2019 10:05 am I turn on "architectural" , it results more transparent but a fake water material
"Architectural" glass means that refractions are ignored and the render engine can do direct light sampling through the water, this is fine if the water surface has no waves, but will look fake if the surface has bump/displacement.
For correct rendering of the caustics, you will have to use Bidir + Metropolis.
An interior volume can be used to get correct absorption, and will work fine in all engines.