Test scences GPU Path vs CPU BiDir
- FarbigeWelt
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A little Enigma
What do you think, how does the object of the scene looks like?
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Re: A little Enigma
This one look like bunch of colourful and cheerful spots and streaks. Like, someone's having a party.FarbigeWelt wrote: ↑Wed Aug 15, 2018 8:27 pm What do you think, how does the object of the scene looks like?
CPU BiDir GlossyTL.DS.AD1.0,1.0Abs0.1,0.5 250 Samples.jpg
CPU Bidir + Metropolis | Core i5-4570
- FarbigeWelt
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Material effect room
The Blender file is a collection of different materials. I'll add some of them in Material Preview's next version togehter with the scene.
Settings: CPU BiDir, 15 Samples, 1500x1000, adaptive=0.0, random sampler,uniform. Time varies from about one minute to several minutes (i74770K).
Now, some impressions and comparisons of a few possible material settings. Not all of them make sense. The intention of most pictures is to show their parameter's effect. Settings: CPU BiDir, 15 Samples, 1500x1000, adaptive=0.0, random sampler,uniform. Time varies from about one minute to several minutes (i74770K).
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Test scences GPU Path vs CPU BiDir
This is a nice one. It make me remenber about femto photography video at TEDX on youtube.
- FarbigeWelt
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Re: Test scences GPU Path vs CPU BiDir
Thank you very much.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Move around dispersive Glasses
The short animation here:
https://youtu.be/7tHnC6GD91w
is based on the scene of this picture: As you can imagine I had to set samples per frame to a low value of 20 samples to get the animation rendered over night.
I guess, this kind of visualisation is seldom used for professional work. For more serious work diffraction is missing. Diffraction effects should help with soap bubbles, oil films, metal surfaces, butterfly wings, demirrored glass surfaces used for monitors or glasses.
EDIT 1:
Same scene, GUP path, different materials: mixes between dispersive and rough glasses. As one can see, homogenous material is not scattering LASER beams, dispersion changes look of glasses but has not any effect on light passing through materials. The scene looks clear and sterile.
Big advantage is rendering speed. 200 samples in 20 s per frame. This speed is amazing (R290x 4GB, R390X 8GB).
There might be room to reduce total time per frame a few seconds if enough memory is available and if i.e. object count keeps constant during animation. Means to use the same approach as for view port renders.
https://youtu.be/XDBVyQRIuPY
In this animation only camera moves and changes its focal length.
EDIT 2:
Exactly the same scene used for the picture above, different viewing angle, CPU BiDir (i7 4770K, 32 GB).
Some close look at reasonable BiDir depth settings for this scence. As you can see, eye path 3 leads to dark parts on the front surface because objects behind the object are invisible with eye path depth 3. Eye path depth 5 is already enough to get an acceptable image. With depth 10 the scene gets brighter, especially the parts in the back and the scattering homogenous volume.
Looking at required time eye depth 5 together with light path depth 5 are reasonable settings,
respecting purpose of the scene:
Show LASER beams in air, their reflection and dispersion depending on material mix ratio. One little strange thing: texture 3D checkered shows different patch sizes although scale is set to uniform size 10. Room edges have a length of 2.5 m, this is about real world room height for rentals.
EDIT 3:
Finally, mix of dispersive and rough glass deliver expected mixes depending on amount of mix materials.
What I still don't have an answer for: Why looks dispersive glass reddish?
Is this linked to dispersion value or refraction value or a combination of both?
Or is it related to the point of view (angle)?
The shorter the wave length the slower the light speed in a medium.
Light speed change leads to refraction index.
Refraction index depends on wave length resp. color (and temperature, resp. material density).
EDIT 4:
It is still reddish. But meanwile I know it is the scene setup with the lasers. EDIT 5:
Influence of clamping is quite impressive. Some adjustments for the room light, the tonemapper gain and the laser's power results in this picture. EDIT 6:
Animated RGB, clamp 1000, 50 samples, laser gwe: 2,100,100 area 0.02
https://youtu.be/wDYMa8ONVQs
https://youtu.be/7tHnC6GD91w
is based on the scene of this picture: As you can imagine I had to set samples per frame to a low value of 20 samples to get the animation rendered over night.
I guess, this kind of visualisation is seldom used for professional work. For more serious work diffraction is missing. Diffraction effects should help with soap bubbles, oil films, metal surfaces, butterfly wings, demirrored glass surfaces used for monitors or glasses.
EDIT 1:
Same scene, GUP path, different materials: mixes between dispersive and rough glasses. As one can see, homogenous material is not scattering LASER beams, dispersion changes look of glasses but has not any effect on light passing through materials. The scene looks clear and sterile.
Big advantage is rendering speed. 200 samples in 20 s per frame. This speed is amazing (R290x 4GB, R390X 8GB).
There might be room to reduce total time per frame a few seconds if enough memory is available and if i.e. object count keeps constant during animation. Means to use the same approach as for view port renders.
https://youtu.be/XDBVyQRIuPY
In this animation only camera moves and changes its focal length.
EDIT 2:
Exactly the same scene used for the picture above, different viewing angle, CPU BiDir (i7 4770K, 32 GB).
Some close look at reasonable BiDir depth settings for this scence. As you can see, eye path 3 leads to dark parts on the front surface because objects behind the object are invisible with eye path depth 3. Eye path depth 5 is already enough to get an acceptable image. With depth 10 the scene gets brighter, especially the parts in the back and the scattering homogenous volume.
Looking at required time eye depth 5 together with light path depth 5 are reasonable settings,
respecting purpose of the scene:
Show LASER beams in air, their reflection and dispersion depending on material mix ratio. One little strange thing: texture 3D checkered shows different patch sizes although scale is set to uniform size 10. Room edges have a length of 2.5 m, this is about real world room height for rentals.
EDIT 3:
Finally, mix of dispersive and rough glass deliver expected mixes depending on amount of mix materials.
What I still don't have an answer for: Why looks dispersive glass reddish?
Is this linked to dispersion value or refraction value or a combination of both?
Or is it related to the point of view (angle)?
The shorter the wave length the slower the light speed in a medium.
Light speed change leads to refraction index.
Refraction index depends on wave length resp. color (and temperature, resp. material density).
EDIT 4:
It is still reddish. But meanwile I know it is the scene setup with the lasers. EDIT 5:
Influence of clamping is quite impressive. Some adjustments for the room light, the tonemapper gain and the laser's power results in this picture. EDIT 6:
Animated RGB, clamp 1000, 50 samples, laser gwe: 2,100,100 area 0.02
https://youtu.be/wDYMa8ONVQs
Last edited by FarbigeWelt on Mon Aug 20, 2018 7:03 pm, edited 1 time in total.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Grass and Bushes
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Cheated RainBow in an obvious Virtuality
Simply virtual.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Possible in Virtuality only
https://www.youtube.com/watch?v=ebzX8_JvW2A
In reality you cannot pass below a rainbow
In reality you cannot pass below a rainbow
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Possible in Virtuality only
Yes, you can...FarbigeWelt wrote: ↑Fri Aug 24, 2018 6:54 am https://www.youtube.com/watch?v=ebzX8_JvW2A
In reality you cannot pass below a rainbow
... it's just that you can't see it, while others on special spots & sacred places can see you passing through. You can also immerse yourself into.
I know of such spot, near and under the waterfall, within waterfall's mist, under right lighting conditions at the right time - observer/spectator is then at the start and at the end of the rainbow
Had experienced it for real.
Made me feel at perfect moment, in perfect circle, as if in presence of the divine - magnificent & humble at the same time.
Forgive them, for they don't know what they do.