I'm just testing LuxCore after several years of using Cycles and I see that it much easier to use now.
I'll add something else to this scene later. May be, I'll add some textures, glassy objects and make shots from different angles.
LuxCore Halt - 8000 Samples
Path / Sobol / AS 0.7
Render Time: 26 Minutes on GTX 1060
Light setup is HDRI + 2 area lamps.
Postprocessing in RawTherapee (I want to move all my postprocessing to Blender compositing nodes, but Blender curves is kinda hard to tweak).
I'm looking forward to the denoiser!
P.S. Is it truth that having materials with V greater than 0.8 make more noise to the scene?
Yellow Chairs
Re: Yellow Chairs
It usually causes problems, see this post.
There are no disadvantages if all albedos are kept below 0.8 (just crank up the tonemapper gain for bright-looking materials) and it is more realistic anyway.
Here's a comparison, using Bidir+Metropolis with 12/12 path depth, both rendered for 20 seconds.
I used an autolinear tonemapper, so the overall brightness stays the same.
Re: Yellow Chairs
Tests with Sky lighting (one window in room). All with Path+Sobol.
Also done with automatic linear tonemapper.
I attach original output from Blender where you can see a bit different light propagation for 0.7 color and 1.0 color.
Also, later I tried to correct 1.0 color scenes to match 0.7 color scene by light with curves and notice that "corrected" 1.0 color scenes (with light levels attracted to 0.7 scene image) at the end anyhow gives more noise, although it's not so obvious.
So, looks like yes, there is different noise levels, but also different lighting image.
Also done with automatic linear tonemapper.
I attach original output from Blender where you can see a bit different light propagation for 0.7 color and 1.0 color.
Also, later I tried to correct 1.0 color scenes to match 0.7 color scene by light with curves and notice that "corrected" 1.0 color scenes (with light levels attracted to 0.7 scene image) at the end anyhow gives more noise, although it's not so obvious.
So, looks like yes, there is different noise levels, but also different lighting image.
Added a table, floor texture, reworked lighting a bit (lose some details, should get it back with next revision). Postprocessing moved to Darktable.
6000 Samples, 32 minutes on GTX 1060 + FX-8350.
6000 Samples, 32 minutes on GTX 1060 + FX-8350.
Last edited by zezic on Fri May 04, 2018 11:30 pm, edited 1 time in total.
Re: Yellow Chairs
The image center seems a bit overexposed to me.
Also maybe add some plants for a green contrast?
Also maybe add some plants for a green contrast?
Re: Yellow Chairs
Yeah, for now it's overexposed intentionally, currently I'm in search of cheap way of achieving glamorous/hipster-looking interior render. I'll work on lighting, because I want to get cabinet handle shadows back.
And yes, some plants would be nice.
Re: Yellow Chairs
Hi Zezic
I like your scene.
I am trying to learn how to light scenes to get results such as yours and was wondering if you would mind uploading it so that I can learn from it?
I like your scene.
I am trying to learn how to light scenes to get results such as yours and was wondering if you would mind uploading it so that I can learn from it?
Re: Yellow Chairs
Here is the .blend: HDRI is too big for uploading so use this link to download it and use as Hemi Light image.
Also here is Darktable style.
Keep in mind that configuration of a light I use in this scene probably not correct for such composition but it allow to render scene faster with enough brightness and relatively low noise levels.
Re: Yellow Chairs
zezic
Thank you very much. I really appreciate this as it will be very helpful to me.
Thank you very much. I really appreciate this as it will be very helpful to me.