Different Works in Progress
- FarbigeWelt
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Influence of light type on despersive Glass 4
Again cube light, this time with special emission settings: e.g. face up 25W prio 4, faces around 100W prio 1, face down 500W prio 4 (three materials).
There is a shadow on the ceiling that looks like as thrown by the cube light, although its opacity is 0.0.
There is one post left, GPU path dispersive glass (maybe with caustics).
Last edited by FarbigeWelt on Sun Oct 21, 2018 6:18 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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and now, something completely different
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Dispersive Pattern, fancy denoised
GPU Path is a different world.
Whereas CPU BiDir requires objects emitting light, GPU Path wants area lights to show caustics. Finally I thought to have a half way solution setup up for brilliant diamonds. I liked to remove noise and got this :
This Image is a mix: 0.75 render, 0.25 denoiser (with 0.6,6,6,1).
Whereas CPU BiDir requires objects emitting light, GPU Path wants area lights to show caustics. Finally I thought to have a half way solution setup up for brilliant diamonds. I liked to remove noise and got this :
This Image is a mix: 0.75 render, 0.25 denoiser (with 0.6,6,6,1).
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: and now, something completely different
OMG a lashing tree!
You have a swiss/german blender localization ("Es wird Frühling und die Bäume schlagen aus") with wrong time setting??
- FarbigeWelt
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Re: and now, something completely different
Very well observed!epilectrolytics wrote: ↑Mon Oct 22, 2018 10:41 amOMG a lashing tree!
You have a swiss/german blender localization ("Es wird Frühling und die Bäume schlagen aus") with wrong time setting??
("Be aware of budding trees down there!" Or, "Watch your step, it's spring!")
Close but yet not there, 'cause leaves behave strangely due to their connection to source animation.
And yes, sapling tree gen again it is not as parametrizable as Modular Trees, but hey, a lot more predictable and is simple to animate leaves and branches.
There would be a long and stony path ahead of me to animation based on inverse kinematics and skeletons with hundreds of bones. I have no idea how Blender natives manage armatures in 2.79b efficiently.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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GPU Path, Dispersive Lenses
Lets see later how many samples per MS/s are possible with some improvement.
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- FarbigeWelt
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Solved: Asymetric CPU BiDir slows with every sample
With the lense scene CPU BiDir depth 12,3 starts with a few hundreds kS/s decreasing with every Sample, after 7 Samples the speed is around 50 kS/s. May it is the asymetric depth setting. Focused spots require 3 light depth only, lense effects take at least 8 eye depth. Lens effects show up very slowly below an area light.
EDIT: Solution here is: Check Metropolis settings.
Metropolis seems to act depending on render engine. After increasing Image Mutation Rate from 0.1% to 5.0% render speed got stable after a short start peak at 245 kS/s.
Image follows:
Wish List: Since I use luxcorerender quiten often, I wished there were a combi-render engine as path and bidir both have their weaks and strengths regarding speed, caustics, speculars, color depth and settings.
Conclusion: Path and BiDir are different and require their own appropriate setting.
EDIT: Solution here is: Check Metropolis settings.
Metropolis seems to act depending on render engine. After increasing Image Mutation Rate from 0.1% to 5.0% render speed got stable after a short start peak at 245 kS/s.
Image follows:
Wish List: Since I use luxcorerender quiten often, I wished there were a combi-render engine as path and bidir both have their weaks and strengths regarding speed, caustics, speculars, color depth and settings.
Conclusion: Path and BiDir are different and require their own appropriate setting.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Solved: Asymetric CPU BiDir slows with every sample
I wonder how this would look with greater depth numbers (20-30)?FarbigeWelt wrote: ↑Tue Oct 23, 2018 6:12 am With the lense scene CPU BiDir depth 12,3 starts with a few hundreds kS/s decreasing with every Sample, after 7 Samples the speed is around 50 kS/s. May it is the asymetric depth setting. Focused spots require 3 light depth only, lense effects take at least 8 eye depth. Lens effects show up very slowly below an area light.
EDIT: Solution here is: Check Metropolis settings.
Metropolis seems to act depending on render engine. After increasing Image Mutation Rate from 0.1% to 5.0% render speed got stable after a short start peak at 245 kS/s.
Image follows:
Lenses, CPU BiDir Metropolis, 48S, 8m, 1620.png
Wish List: Since I use luxcorerender quiten often, I wished there were a combi-render engine as path and bidir both have their weaks and strengths regarding speed, caustics, speculars, color depth and settings.
Conclusion: Path and BiDir are different and require their own appropriate setting.
Re: Solved: Asymetric CPU BiDir slows with every sample
Is "12, 3" eye and light path length ? For rendering caustics, you should do exactly the opposite (and probably use larger values in general because of the high amount of internal reflections).
- FarbigeWelt
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Lenses CPU BiDir and GPU Path comparison
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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