Page 1 of 2

Yellow Chairs

Posted: Mon Apr 30, 2018 11:30 pm
by zezic
I'm just testing LuxCore after several years of using Cycles and I see that it much easier to use now.
I'll add something else to this scene later. May be, I'll add some textures, glassy objects and make shots from different angles.

luxcore-test-2-3-rt-1.png

LuxCore Halt - 8000 Samples
Path / Sobol / AS 0.7

Render Time: 26 Minutes on GTX 1060

Light setup is HDRI + 2 area lamps.
Postprocessing in RawTherapee (I want to move all my postprocessing to Blender compositing nodes, but Blender curves is kinda hard to tweak).

I'm looking forward to the denoiser!

P.S. Is it truth that having materials with V greater than 0.8 make more noise to the scene?

Re: Yellow Chairs

Posted: Tue May 01, 2018 6:32 am
by B.Y.O.B.
zezic wrote: Mon Apr 30, 2018 11:30 pm P.S. Is it truth that having materials with V greater than 0.8 make more noise to the scene?
It usually causes problems, see this post.
There are no disadvantages if all albedos are kept below 0.8 (just crank up the tonemapper gain for bright-looking materials) and it is more realistic anyway.

Here's a comparison, using Bidir+Metropolis with 12/12 path depth, both rendered for 20 seconds.
I used an autolinear tonemapper, so the overall brightness stays the same.

Re: Yellow Chairs

Posted: Tue May 01, 2018 9:13 am
by zezic
B.Y.O.B. wrote: Tue May 01, 2018 6:32 am Here's a comparison, using Bidir+Metropolis with 12/12 path depth, both rendered for 20 seconds.
Huh, yes, difference is hard to not notice. Thank you for confirmation! I should check if this work the same way for Path+Sobol.

Re: Yellow Chairs

Posted: Tue May 01, 2018 9:58 am
by zezic
Tests with Sky lighting (one window in room). All with Path+Sobol.
Also done with automatic linear tonemapper.

I attach original output from Blender where you can see a bit different light propagation for 0.7 color and 1.0 color.
Also, later I tried to correct 1.0 color scenes to match 0.7 color scene by light with curves and notice that "corrected" 1.0 color scenes (with light levels attracted to 0.7 scene image) at the end anyhow gives more noise, although it's not so obvious.

So, looks like yes, there is different noise levels, but also different lighting image.

Posted: Fri May 04, 2018 11:15 pm
by zezic
Added a table, floor texture, reworked lighting a bit (lose some details, should get it back with next revision). Postprocessing moved to Darktable.
6000 Samples, 32 minutes on GTX 1060 + FX-8350.

Re: Yellow Chairs

Posted: Fri May 04, 2018 11:18 pm
by B.Y.O.B.
The image center seems a bit overexposed to me.
Also maybe add some plants for a green contrast?

Re: Yellow Chairs

Posted: Fri May 04, 2018 11:29 pm
by zezic
B.Y.O.B. wrote: Fri May 04, 2018 11:18 pm The image center seems a bit overexposed to me.
Also maybe add some plants for a green contrast?
Yeah, for now it's overexposed intentionally, currently I'm in search of cheap way of achieving glamorous/hipster-looking interior render. I'll work on lighting, because I want to get cabinet handle shadows back.

And yes, some plants would be nice.

Re: Yellow Chairs

Posted: Sun May 06, 2018 9:54 am
by Racleborg
Hi Zezic

I like your scene.

I am trying to learn how to light scenes to get results such as yours and was wondering if you would mind uploading it so that I can learn from it?

Re: Yellow Chairs

Posted: Wed May 09, 2018 5:11 pm
by zezic
Racleborg wrote: Sun May 06, 2018 9:54 am ...and was wondering if you would mind uploading it so that I can learn from it?
Here is the .blend:
yellow-chairs-00-public.blend
(2.4 MiB) Downloaded 314 times
HDRI is too big for uploading so use this link to download it and use as Hemi Light image.
Also here is Darktable style.

Keep in mind that configuration of a light I use in this scene probably not correct for such composition but it allow to render scene faster with enough brightness and relatively low noise levels.

Re: Yellow Chairs

Posted: Wed May 09, 2018 5:17 pm
by Racleborg
zezic

Thank you very much. I really appreciate this as it will be very helpful to me.