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Re: nakaging capsule

Posted: Sun Feb 04, 2018 2:22 pm
by Sharlybg
after reading your i decide to make a light copy of the scene and then tadadad BOOOm:

:shock: how a normal person can do that : "he isn't normal i guess"
huge mistake.jpg
Maybe this also increas my rendertime.

Re: nakaging capsule

Posted: Sun Feb 04, 2018 2:30 pm
by Sharlybg
some test render to check optimal clamp :

bidir 7hr :
Wip bidir 7hr alpha 2.png


path tracing GPU 8hr sobol no clamp :
Wip pathocl 8hr alpha 3 no clamp sobol.png


path tracing GPU 3hr30mn sobol clamp 34:
Wip pathocl 3hr30 alpha 3 clamp 34 sobol.png


path tracing GPU 2hr sobol clamp 3:
Wip pathocl 2hrs alpha 3 clamp 3 sobol.png



I suspect the optimal clamp to wash out color too much. is it possible to preserve color with clamping method that just address unwanted fireflies and useless noise.

Re: nakaging capsule

Posted: Sun Feb 04, 2018 3:01 pm
by Dade
B.Y.O.B. wrote:
Sun Feb 04, 2018 1:44 pm
Can we change it? :D
It is easier to have a a symmetrical implementation than the current one however there is some implication for rays coming from the inside.

I'm thinking more to add another simplified form of glossy material instead of modifying the current one :idea:

Re: nakaging capsule

Posted: Sun Feb 04, 2018 3:10 pm
by Sharlybg
i've corrected the scene and :

GPU SOBOL 15 mn no Clamp
GPU 15mn no clamp.jpg


GPU SOBOL 15 mn Clamp 3 === optimal value set
GPU 15mn clamp 3.jpg

Re: nakaging capsule

Posted: Sun Feb 04, 2018 3:11 pm
by Dade
Sharlybg wrote:
Sun Feb 04, 2018 2:30 pm
I suspect the optimal clamp to wash out color too much.
The term "optimal" is very misleading, it is a suggested value, useful to know where to start. It may be better to change the label used in the UI.

A clamp of 34 looks quite good to me (and you can probably still raise the value).

Re: nakaging capsule

Posted: Sun Feb 04, 2018 3:28 pm
by B.Y.O.B.
Ok, I changed the UI text and tooltip.

Re: nakaging capsule

Posted: Mon Feb 05, 2018 9:04 am
by Sharlybg
More test comparing now bidir with pathocl/metropolis. I don't know if this is normal but path renderer produce flat lighting the directly illumination and the indirect illumination are a bit blended. Bidi produce a more correct lighting which result in a deeper 3d impression. But i think the defference is to high.



Bidir i7 6700k 10hr 573 X 660

AAA BIDI 10hr.png

Path GPU hd 7970 2hr30mn
AA GPU metro clamp 500 2hr 30.png

Re: nakaging capsule

Posted: Mon Feb 05, 2018 9:44 am
by Dade
Sharlybg wrote:
Mon Feb 05, 2018 9:04 am
More test comparing now bidir with pathocl/metropolis. I don't know if this is normal but path renderer produce flat lighting the directly illumination and the indirect illumination are a bit blended. Bidi produce a more correct lighting which result in a deeper 3d impression. But i think the defference is to high.
You are using clampling so the the output can not look the same even from a theoretical point of view. However the ceil lamp in your PATH rendering looks wrong. Try a PATH+SOBOL rendering does it looks the same ?

Re: nakaging capsule

Posted: Mon Feb 05, 2018 10:32 am
by Sharlybg
I'm not sure it is clamp related ! it is something i have seen before on unclamped render. but will put result soon.

Re: nakaging capsule

Posted: Mon Feb 05, 2018 11:58 am
by Sharlybg
I'm on the workstation of the office (2Xgtx titan black) and opencl gpu is to instable so i go for path cpu sobol without clamping. as i said the lighting is wrong.

cpu path 1h
pathcpu.png