Different Works in Progress
Re: Different Works in Progress
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- FarbigeWelt
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Gems, Tests Clamping, Depth, Samples
500 to 3000 Samples, 270^2 to 1080^2, 02m30s, 08m30s, 29m30s to 01h17m
Conclusions:
Small resolution helps finding minimal clamping to avoid red, yellow tone of dispersive glass.
Medium resolution helps finding minimal depth and estimating required amount of samples.
Clamping 500 already avoids this effect. Clamping 50'000 adds brilliance, see closeups.
Small color artifacts are difficult to predict for Metropolis, see closeup of depth 30, compare with others.
Higher sample amount seems to smooth color artifacts, see closeups for 3000 samples.
But there is not much difference in resulting image between 1500 and 3000 samples.
Depth 20 seems appropriate for this scene, if gems do not overlap.
Increasing depth from 10 to 40 increses render time by factor ~1.18 for this scene. (I expected much more.)
Final render:
Depth 25, Clamping 50'000, Metropolis 1%, 8192, 0.1%, Reinhard: 3.0, 3.0, 10.0 (without auto brightness), 3000 Samples, 05h00m, 1080^2
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Re: Different Works in Progress
Hi sarmathsarmath wrote: ↑Sat Oct 20, 2018 10:50 am You can try node based Modular tree addon:
https://www.youtube.com/watch?v=4PEsSpz2LZA&t=585s
Do you means this one: I probably have to read/follow some tutorial. I tried to use it about two months ago and it stuck in endless calculations or caused many blender crashes. Checking for updates did not work today.
Do you have experience with the tool and any ideas how to use this addon in a crash safe way?
With some hours playing around, use of sapling tree gen gets easy, the addon is almost stable and is up to a few thousands leaves (duplicated faces) quite fast.
Note to random selection
With random part selection of vertices in edit mode, selecting linked and separate by selection one can easy define different materials for the leaves.
Defining part for random selection requires some calculations if one wants approx. same number of leaves in every separation, decreasing number of leaves in the source collection.
The easier way is copy source a few times and delete random selected leaves in each one but this leads to overlapping leaves. In my case it does not matter, I'm looking for the difficult link to spread leaves with wind and gravity, but the leaves should leave the tree randomly and not all together (what is too easy).
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Different Works in Progress
Everything is in this tutorial also how to avoid crashes and endless calculationsFarbigeWelt wrote: ↑Sat Oct 20, 2018 12:40 pmHi sarmathsarmath wrote: ↑Sat Oct 20, 2018 10:50 am You can try node based Modular tree addon:
https://www.youtube.com/watch?v=4PEsSpz2LZA&t=585s
Do you means this one:
Modular Trees.png
I probably have to read/follow some tutorial. I tried to use it about two months ago and it stuck in endless calculations or caused many blender crashes. Checking for updates did not work today.
Do you have experience with the tool and any ideas how to use this addon in a crash safe way?
With some hours playing around, use of sapling tree gen gets easy, the addon is almost stable and is up to a few thousands leaves (duplicated faces) quite fast.
Note to random selection
With random part selection of vertices in edit mode, selecting linked and separate by selection one can easy define different materials for the leaves.
Defining part for random selection requires some calculations if one wants approx. same number of leaves in every separation, decreasing number of leaves in the source collection.
The easier way is copy source a few times and delete random selected leaves in each one but this leads to overlapping leaves. In my case it does not matter, I'm looking for the difficult link to spread leaves with wind and gravity, but the leaves should leave the tree randomly and not all together (what is too easy).
https://www.youtube.com/watch?v=4PEsSpz2LZA&t=585s
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- FarbigeWelt
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A Thing of a Tree
Often I play around with software tools before looking at tutorials. Because of your comment I give the addon a further try. Yet,I played around with the addon. Again I think it is not very predictable to use, even if you avoid the use of sliders.sarmath wrote: ↑Sat Oct 20, 2018 12:58 pm
Everything is in this tutorial also how to avoid crashes and endless calculations
https://www.youtube.com/watch?v=4PEsSpz2LZA&t=585s
Finally I managed to get that with ellipsic leaves (base object extruded to get volume), stuck around the branches by check marking particle system option build tree node.
Should be easy to adjust leaves position by moving referenced mesh object's origin.
The generated particle system is by default hair based. Amount and sizes, rotation etc. of objects can be adjusted.
Still there is a gap in my knowledge to get physics distributing the paticle system leaves with gravitation or wind.
Okay, one way I know is converting particle system, make single user object&data, etc. running into random selecting vertices again.
By the way for the random select approach this helps:
Code: Select all
10% 100 15% 100 20% 100 33% 100
11% 90 18% 85 25% 80 49% 67
13% 80 21% 70 33% 60 34
14% 70 27% 55 50% 40
17% 60 38% 40 20
20% 50 60% 25
25% 40 10
33% 30
50% 20
10
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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- FarbigeWelt
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Influence of light type on despersive Glass
First Picture of a small follwing series with diamond bright from add mesh extra objects addon.
One small area light with 15° output renders very slow, it does not converge in a reasonable time.
One small area light with 15° output renders very slow, it does not converge in a reasonable time.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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Re: Different Works in Progress
Maybe the walls of your box are too bright?
Try using something like value 0.3 for the walls (and make the image brighter in the tonemapper settings to compensate.
Try using something like value 0.3 for the walls (and make the image brighter in the tonemapper settings to compensate.
- FarbigeWelt
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Leaves in a falls' storm
Yet another puzzle piece placed.
One can pin cloth to vertex group, also used for the window curtain. I did not expect that each mesh acts as a single cloth if meshes are joined but loose like leaves. Unfortunately pin option can not be keyed. I did not find workaround yet.
Open quests:
-animate tree and branches
-move leaves together with animated branches
One can pin cloth to vertex group, also used for the window curtain. I did not expect that each mesh acts as a single cloth if meshes are joined but loose like leaves. Unfortunately pin option can not be keyed. I did not find workaround yet.
Open quests:
-animate tree and branches
-move leaves together with animated branches
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- FarbigeWelt
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Re: Different Works in Progress
Walls are quite dark: 0.082, this cannot be the reason. My next test will look if I found an approach for the area light.
First a few impressions with point lamp, all not clamped. Metropolis 10,8192,2 speeds up converging, maybe with less details.
Shielded point Light leads to black ceiling and dark diamond. Probably reason for bad performance of area light.
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Influence of light type on despersive Glass 3
It seems CPU BiDir Metropolis does not like area lights. Objects with matte emitting light, opacity 0, render well.
By the way theis size parameter does not fit to plane of same size.
(LuxCoreRender 2.1, alpha 4) Renders with planes are ongoing.
By the way theis size parameter does not fit to plane of same size.
(LuxCoreRender 2.1, alpha 4) Renders with planes are ongoing.
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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