Test scences GPU Path vs CPU BiDir
- FarbigeWelt
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Two Beers and a Mirror
Foam is built with even more bubbles. Info notes 500 MTris, 200 kS/s, 90 Samples.
Now, the same picture but rendered with 2160x2160 and reduced to 1080x1080. Spot the difference. Okay, both pictures are filtered with remove scratches, 1 pixel size.
Next step is 4320x4320.
EDIT 2
80 Samples, 200 kS/s, 2 hours I wonder if 16x80 Samples for a 1080 image will be comparable to the one above.
EDIT 1Now, the same picture but rendered with 2160x2160 and reduced to 1080x1080. Spot the difference. Okay, both pictures are filtered with remove scratches, 1 pixel size.
Next step is 4320x4320.
EDIT 2
80 Samples, 200 kS/s, 2 hours I wonder if 16x80 Samples for a 1080 image will be comparable to the one above.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Multi Samples vs Reduced HiRes
Conlusions: One gets more details with higher resolution. This is an easy fact. Getting a more detailed image if reduced to smaller resolution is less obvious. One may expect that sampling with small x,y variations and adding color values within number’s bit resolution should average out noise. I guess there is some room for improvements in the render algorithm.
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Re: Test scences GPU Path vs CPU BiDir
Note that with supersampling you reduce the filter radius (indirectly) when you downscale.
You could try to use a smaller filter radius in the normal-resolution image, this will make the image appear sharper.
Did you save the high-resolution image as 32 bit EXR, and did the program you used for the downscaling work in 32 bit depth?
If not, you are also performing an implicit clamping operation (which would explain the darker image and removed fireflies).
You could try to use a smaller filter radius in the normal-resolution image, this will make the image appear sharper.
Did you save the high-resolution image as 32 bit EXR, and did the program you used for the downscaling work in 32 bit depth?
If not, you are also performing an implicit clamping operation (which would explain the darker image and removed fireflies).
- FarbigeWelt
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Re: Test scences GPU Path vs CPU BiDir
Usually I render without any filter.
The darker image anoyed me. You support my idea to use another bit depth and floating points instead.
Photoshop has a very nice filter for removing scratches. I appöied it on all pictures above.
What I observed the higher the resolution the smaller the firefly because it is often only one superbright or wrong colored pixel. Downsizing with averiging or smarter algorithms smooth the fireflies but hardly remove them.
What I currentky cannot understand is the increas of details. Look at the foam or the water drops on the upper part of the beer glasses.
(I still don‘t like the look of the water on the glass. Blender fluids simulation is quite limited.)
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Test scences GPU Path vs CPU BiDir
For my beer glass, I modeled a few different drop shapes, then distributed them on the outer glass surface with a particle system.FarbigeWelt wrote: ↑Fri Jul 27, 2018 5:12 pm (I still don‘t like the look of the water on the glass. Blender fluids simulation is quite limited.)
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Re: Test scences GPU Path vs CPU BiDir
Thank you for this input. I already thought about to buy the new blender add on FLIPS. I will try the demo version first to look if it is faster than built in fluidics. But modelling and using particle system sounds more appropriate.
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- FarbigeWelt
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Closer look at over sampling
Pictures are rendered with animate and saved with openEXR Float (full). Then I imported the picture in Photoshop copied the right version to a 16 bit image with the doubled horizontal resolution. After that I converted the image to 16 bit because the filter "remove scratches and dust" is not available in 32 bit. The filter was applied with radius 1 and threshold 100 eliminating firelies but also reducing sharpness. Threshold could be increased for higher resoluting pictures but for comparablity I've choosen the same setting for all images. Finaly I saved the files as png, all with the resolution 256x512. For the comparision I've copied them into the 512x1024 image here:
However, it seemed first to me that pictures show more details from rendering at higher resolutions and downsizing, than increasing number of samples at lower resolutions. But there is an advantage of more samples I did not recognize Look at the third row, the image has more volume like more layers of applied colors. Whereas the first row's pictures look kind of hollow.
Still the pictures do not have the same brightness. I'm not very familiar with Photoshop maybe there is way to apply adjustments to one layer only. However, it seemed first to me that pictures show more details from rendering at higher resolutions and downsizing, than increasing number of samples at lower resolutions. But there is an advantage of more samples I did not recognize Look at the third row, the image has more volume like more layers of applied colors. Whereas the first row's pictures look kind of hollow.
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- FarbigeWelt
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Beers again
Info LuxCoreRender: BiDir CPU + Sobol, 776 M Tris
Output: OpenEXR RGBA Float (full)
Changed to 16 bit in Photoshop with some adjustment in the curve diagram.
Removed part of noise with filter, enhanced edges with filter and smoothed with small radius.
Exported as 8 bit png.
Part of these adjustments have been done because foam was heavy overexposed. Rendering is ongoing with small adjustments like i.e. foam's specularity.
EDIT:
Depth: 60, GPU Path: 1 MS/s 256 Samples, but with very different result. Interesting to see how many reflections between the mirrors appear here. Blue color is gone. One can see some rest of the blue color at the bottom up reflector of the light.
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- FarbigeWelt
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Glossy with snow, Matte boring
Although it is very noisy, I prefer the impression of the first picture. Not expected is the big difference oof total rendering time considering the small difference in kSps. In both cases 2048 samples are not enough to resolve image in the deepths of reflections. Looking at these gaps I guess the image requires 10 kSamples for the matte material and countless samples for glossy. It may take some years until I own an adaquate computer to render a final version of the scence in a reasonable time. Again, I struggled with glossy material. A topic I will look into in the next few posts.
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- FarbigeWelt
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A new approach: GPU Tile Path
There is probably room left for further improvements in a reasonable time.
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