Problem 1
Somewhat continuing on the topic of having in-render background visibility without affecting other rays...
Here's my test render that's giving me problems
here is some official product render from another company from internet providing cases for those max airpods
The point here is having background visible in refractions/specular and not contributing to reflections and diffuse
as you can see here
setting up world light to use only specular doesn't make any difference and still it affects lighting and reflections
and here if I enable visibility for diffuse and glossy the only change is visible in the metal parts (all shaders are disney)
I'm gonna do this by making 2 renders and compositing background+airpods+clear case as separate parts for now. But it does mean rendering the whole thing 2x. Is there a better workaround or is this a feature reuquest?
Problem 2
Intersecting clear geometry... Is there a way for me to sort volumes maybe to get rid of intersecting artifacts?
It is near impossible to avoid intersections in some cases.
For example I also have iphone where backside of phone is glass and then there is a clear case on top of that and these are very tight models for production so in 3D they somewhat intersect at points. I could do some dirty tricks to get rid of it, like removing interior of the case model, but if someone knows a better way, let me know.
Product rendering issues
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Product rendering issues
here I chose more extreme color to better illustrate that even if I set BG visibility to specular only I still see red bg affecting diffuse and gloss
Now that I think of it, If I could turn everything except case into holdout it could help a bit too, which is yet another issue
Re: Product rendering issues
Maybe Dez could help you ? he the one facing such kind of Product Viz challenge in a daily Workflow
Re: Product rendering issues
Problem 1.
More composing + less rendering = better result.
We stripped headphones and glasses in different layers of rendering. Install in each layer individual lighting.
What would get transparent glass - do not do world. Use Sun Hemi + HDR.
I use 1, 2 and even 3 Sun Hemi HDR.
I use additionally many small lamps
For each angle, your set of lamps.
Lamps make different forms and textures.
Sometimes I make an array array from a variety of very small.
Problem 2.
It seems to me that it is connected with the settings here:
I note that the increase in Max Epsilon badly affects the preparation of rendering when the GPU is enabled.
More composing + less rendering = better result.
We stripped headphones and glasses in different layers of rendering. Install in each layer individual lighting.
What would get transparent glass - do not do world. Use Sun Hemi + HDR.
I use 1, 2 and even 3 Sun Hemi HDR.
I use additionally many small lamps
For each angle, your set of lamps.
Lamps make different forms and textures.
Sometimes I make an array array from a variety of very small.
Problem 2.
It seems to me that it is connected with the settings here:
I note that the increase in Max Epsilon badly affects the preparation of rendering when the GPU is enabled.
Linux Plasma | Ryzen 5, 32Gb, SSD M2, GT 590 RX | BenQ 27 | Wacom One | Microsoft Ergo | Tie Guan Yin tea
http://dezigner.tilda.ws/
http://dezigner.tilda.ws/
Re: Product rendering issues
Each different epsilon value requires a re-compilation of the rendering kernels, maybe you mean that? (If the epsilon is no longer changed after that, the kernels will be re-used of course)
Re: Product rendering issues
I know what kind of compilation of the nuclei.
But I mean that the greater the Max Epsilon value, the longest starts rendering on the GPU.
At values of 1, rendering starts 5 minutes when the same scene starts at 0.1 in 20 seconds.
If you set the values of Max Epsilon 2, 4 ... The start of rendering can not be waited.
For me, this is a big problem, because I use specific settings for scene measurement units:
With these settings, you always have long and tediously select Epsilon values.
Long - because Epsilon artifacts are visible only at maximum resolutions and with an almost final rendering level.
I spend a lot of time and money of the customer to fight the artifacts of Epsilon, and I am very losing in competition with other visualizers.
But I mean that the greater the Max Epsilon value, the longest starts rendering on the GPU.
At values of 1, rendering starts 5 minutes when the same scene starts at 0.1 in 20 seconds.
If you set the values of Max Epsilon 2, 4 ... The start of rendering can not be waited.
For me, this is a big problem, because I use specific settings for scene measurement units:
With these settings, you always have long and tediously select Epsilon values.
Long - because Epsilon artifacts are visible only at maximum resolutions and with an almost final rendering level.
I spend a lot of time and money of the customer to fight the artifacts of Epsilon, and I am very losing in competition with other visualizers.
Linux Plasma | Ryzen 5, 32Gb, SSD M2, GT 590 RX | BenQ 27 | Wacom One | Microsoft Ergo | Tie Guan Yin tea
http://dezigner.tilda.ws/
http://dezigner.tilda.ws/