Search found 1018 matches
- Fri Jul 27, 2018 9:31 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
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 n...
- Fri Jul 27, 2018 8:50 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
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. 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....
- Fri Jul 27, 2018 5:12 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
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. Usually I render without any filter. Did you save the high-resolution image as 32 bit EXR,...
- Fri Jul 27, 2018 5:45 am
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
Multi Samples vs Reduced HiRes
Two Beers 1280 S CPU BiDir Sobol Depth 50 1080.jpg Well, obviously the picture from the last post shows much more details than the one above. I've assumed such a result based on several observations during fireflies fighting sessesion. The 4x resolution rendering (16x pixels) is about then percent ...
- Thu Jul 26, 2018 7:57 pm
- Forum: Works in Progress
- Topic: Direct Light Sampling Cache Test
- Replies: 5
- Views: 5017
Re: Direct Light Sampling Cache Test
Very nice post. It is hard to wait for all the improvements.
- Thu Jul 26, 2018 7:52 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
Two Beers and a Mirror
Foam is built with even more bubbles. Info notes 500 MTris, 200 kS/s, 90 Samples. Two Beers 90 S CPU BiDir Sobol Depth 50.jpg EDIT 1 Now, the same picture but rendered with 2160x2160 and reduced to 1080x1080. Spot the difference. Two Beers 90 S CPU BiDir Sobol Depth 50 2160 reduced to 1080.jpg Okay,...
- Wed Jul 25, 2018 5:26 am
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
Just two intermediate Beers
There are still a few things open. Water looks rather like wax. The water simulation is time consuming beeing improved. The foam of the beer in the back is too bright. The black background leads to strange looking water drops. And I have no idea why the beer looks turbid.
- Sun Jul 22, 2018 10:26 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
Reasons for Snow: Ev. Light or Sun
Gain does not have any influence on environmental light's brightness. Env. light has the ability to pass throu material matte and throu every little split in a model adding snow or fireflies. I tried to have scene with env. light shining throu the window but no matter which gain I set, lamps inside ...
- Sun Jul 22, 2018 8:36 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
Foam simulation is complex
Well, that is a good idea, B.Y.O.B. Nice scence and your beer looks close to be drinkable. At the moment I'm far away from a good scence. Table and chairs are old models. Some of the my first models actually. Again, I'm fighting with fireflies using Sobol. Roughness seems to be one reason for them. ...
- Sun Jul 22, 2018 4:01 pm
- Forum: Works in Progress
- Topic: Test scences GPU Path vs CPU BiDir
- Replies: 167
- Views: 105505
Re: Foam simulation is complex
First I prerendered a minute or two to get the clamping guess. Then I checkmarked clamp using the suggestion. And started the render with Sobol adaptive set to 0.95. This lead to 215 kS/s for the 121 M Tris scence without any fire flies. Hurrah! Denoising is off. The bubbles' size is a bit reduced, ...