Dade wrote: Sat Feb 24, 2018 10:13 am
kintuX wrote: Fri Feb 23, 2018 5:39 pm
Still wish to know about Light Strategies used.
The default is LOG_POWER: light sources are sampled proportionally to the logarithmic of their power.
Thanks.
I couldn't find where to set it differently (to Uniform) or where it's defined/configured (nothing in .cfg).
Dade wrote: Sat Feb 24, 2018 10:15 am
First, multi-scattering !!! Disable it, it is a suicide performance wise.
Yup, i have a tendency for self destruction...
Either way, some day, one day, i'm gonna end up a pile of ashes, so why not go all the way while i can & am able.
At least for others, to see and choose, experience - to be or not to be, if walking the same path, making similar steps, mistakes. It's how
"..." made & is making me.
Dade wrote: Sat Feb 24, 2018 10:45 am
GlossyTranlucent material is a huge overkill for rendering thousands of leafs.
I would use simple Glossy material with the same properties but a different opacity map: at the moment you are using a mask (0 or 1 values), I would use a map with a slight green transparency to have the GlossyTranlucent look (at a fraction of the cost).
With this type of change, your scene runs about 2.5 faster on my GPU.
I also have a scene with leaves modeled so no mask is needed - it's all a part of comparative study case: Geo VS Mask/Alpha (more user work VS more machine work).
Dade wrote: Sat Feb 24, 2018 11:52 am
I have also set u/v roughness to 0.1 to make the leafs a bit more "shinny" (also removed the anisotropic U/V difference) and increased the sun/sky gain by 4.
'Shinny is Plastic' in my book. But nevermind.

I'm also going to introduce iridescence (thin film) at later time when (if) it becomes available.
Dade wrote: Sat Feb 24, 2018 11:52 am
without any kind of clamping. It doesn't seem necessary at all in this scene.
Indeed, i was also nicely surprised when it worked out without.
Dade wrote: Sat Feb 24, 2018 11:52 am
I will then re-enabled volumes and check what is going on when I'm back.
This
single face transparency in volume is the only wonder left in this scene.
Thank you very much for everything.
I really appreciate your dedication, giving me motivation to grind on.
PS
It is the 'plastic' look i wish to avoid & upgrade for 'naturalistic' high end demands of 4K+ where details became so prominent that, if done bad or wrong they can diminish all the work (the rest 90-99%) that got an artist this far. Also, without use of the
post-cinematic effect to achieve
spectacularity which is leading right back to 'fakeness', fictive delusion. (ref.
"Goodbye Uncanny Valley" from Alan Warburton @ 6:53 min).
Machine times are not of the essence here.
'A very thin, slilppery path, leading over the ridge and to the top is where most of them fail.'
... or maybe i'm simply too ambitious, overwhelmed by grandiose delusions.
Hmm...
well, day waits for no one
read you latter