Different Works in Progress
- FarbigeWelt
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Use Noise Threshold, but how?
There was a band called "Art of Noise". A good friend gave me once their LP compilation "The best of the Art of Noise". He noted, its topic tells exactly what it is and shuddered. Well, taste is individual, and depends on age and time. In this band's most famous times noise was ubiquitous. Dolby was a name connected to Noise Reduction, e.g. type B, common used for analog audio tapes. Back to images, isn't it funny, today's digital created images are based on randomly distributed rays to save time and then, to save even more time, remove intentionally introduced random pattern (noise) e.g. by transforming an input signal into mathematical equations, which in sum aproximate original signal, changing equations proportions usually responsible for noise before outputting cleared and smoothed result signal. Principally, every signal can be synthezized summing sine signals of different frequencies, amplitudes and phases.
There is small note meaning Three comes hardly ever to an end.
There is small note meaning Three comes hardly ever to an end.
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- FarbigeWelt
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Be Aware of Invisible Details
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- FarbigeWelt
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Falls In
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- FarbigeWelt
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Living Colors Room, Raw and Difference
Because I prefer to show works in progess or analyses this part of the forum, I quoted lacilaci's request again. Lacilaci is refering to viewtopic.php?f=3&t=688#p7343
Indeed, that are a lot of samples. And I wonder why render did not halt with 100.00% convergence. This is the raw picture. I connected to file output nodes to render layer, one for raw and the other for denoised file. There is often a third file, the mixed composite of the two channels. Usually, I prefer a certain amount of noise, maybe I'm just too used too it, but at least one has to have the choice. Some objects are charming with their perfect cleanliness, others deserve wear and tear, but also grooves, scratches and edged characters. The next picture is heavily exposed to show the difference between raw and denoised 16 bit images clearly.
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- FarbigeWelt
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Just for fun: Blender Ocean, openCL path
Clipped and in post process denoised in PS.
Animated gif: 256 colors, perceptive dithered, 50% loss (200 samples per frame)
To animate an object with modifer ocean, one has to set keys on time (key I), e.g. 1.0 in first frame and 20.0 in last of 150 to 250 frames.
Then change the curve type, the the extrapolation mode of channel, to linear (graph editor).
Linear is anyway a good option for a lot of animated keys.
Default extrapolation mode is spline probably because with curves it is easy to approximate balistics or define smooth acc-/decelerated moves of body parts. Blender switches between the two modes (key shift E) but only shows linear in the channel menu.
Animated gif: 256 colors, perceptive dithered, 50% loss (200 samples per frame)
To animate an object with modifer ocean, one has to set keys on time (key I), e.g. 1.0 in first frame and 20.0 in last of 150 to 250 frames.
Then change the curve type, the the extrapolation mode of channel, to linear (graph editor).
Linear is anyway a good option for a lot of animated keys.
Default extrapolation mode is spline probably because with curves it is easy to approximate balistics or define smooth acc-/decelerated moves of body parts. Blender switches between the two modes (key shift E) but only shows linear in the channel menu.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Ocean in three spot lights, BiDir, heterogenous
First I tried to set up the scene und three suns but result did not meet my expectations. After replacing suns by spot lights and switching to BiDir I got more exptected result. Path rendrer seems not work with well with heterogenous, scattering medium. This is why I decided to reach for the high hanging and slow growing BiDir fruit. The colored sea remembers me planctonics like algae floating close to water's surface.
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- FarbigeWelt
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Kitchen, first preview
What I still wonder about.
Why is a room darker than expected even with large windows and fantastic cloud free sky?
The lamps in the picture have, gain 25, efficacy 100, lumen 100.
I know there is a object issue. The marmoric right part should not look like in the picture.
Higher resolutions lead to better results with denoiser. 1xHD images was not nice.
Why is a room darker than expected even with large windows and fantastic cloud free sky?
The lamps in the picture have, gain 25, efficacy 100, lumen 100.
I know there is a object issue. The marmoric right part should not look like in the picture.
Higher resolutions lead to better results with denoiser. 1xHD images was not nice.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Different Works in Progress
I did not encounter any problems yet, all my smoke renders were done with Path OpenCL.FarbigeWelt wrote: ↑Mon Dec 10, 2018 6:25 pm Path rendrer seems not work with well with heterogenous, scattering medium.
Maybe your problems were caused by something else, e.g. the spotlights being not-intersectable light sources?
Re: Different Works in Progress
For your tree i highly recommended you this awesome tree addon : https://www.youtube.com/watch?v=4PEsSpz2LZA
- FarbigeWelt
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Re: Different Works in Progress
Well, I'll check that with different light sources. There was scattered light with the three different colored suns but not in the right colors, maybe due to their angles. I know angle changes color and brightness of a sun. I did not check first on a matte object what acutal colors the suns have.B.Y.O.B. wrote: ↑Mon Dec 10, 2018 7:28 pmI did not encounter any problems yet, all my smoke renders were done with Path OpenCL.FarbigeWelt wrote: ↑Mon Dec 10, 2018 6:25 pm Path rendrer seems not work with well with heterogenous, scattering medium.
Maybe your problems were caused by something else, e.g. the spotlights being not-intersectable light sources?
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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