Different Works in Progress

Post your tests, experiments and unfinished renderings here.
sarmath
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Re: Different Works in Progress

Post by sarmath »

You can try node based Modular tree addon:

https://www.youtube.com/watch?v=4PEsSpz2LZA&t=585s
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FarbigeWelt
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Gems, Tests Clamping, Depth, Samples

Post by FarbigeWelt »

GPU Path, Metropolis, Resolution, Clamping, Depth, Samples
GPU Path, Metropolis, Resolution, Clamping, Depth, Samples
Metropolis 5%, 8192, 0.1%, Reinhard: 3.0, 3.0, 10.0 (without auto brightness),
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
Gems in a Box, one side open, with a central point light
Gems in a Box, one side open, with a central point light
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FarbigeWelt
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Re: Different Works in Progress

Post by FarbigeWelt »

sarmath 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
Hi sarmath

Do you means this one:
Addon: Modular Trees, Herpin Maxime
Addon: Modular Trees, Herpin Maxime
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).
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sarmath
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Re: Different Works in Progress

Post by sarmath »

FarbigeWelt wrote: Sat Oct 20, 2018 12:40 pm
sarmath 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
Hi sarmath

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).
Everything is in this tutorial also how to avoid crashes and endless calculations ;)

https://www.youtube.com/watch?v=4PEsSpz2LZA&t=585s
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A Thing of a Tree

Post by FarbigeWelt »

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
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.

Finally I managed to get that
Thing of a Tree
Thing of a Tree
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									
Next planned step: Watching the tutorial, to see how they use the addon.
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Influence of light type on despersive Glass

Post by FarbigeWelt »

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.
CPU BiDir, Metropolis, area Light, 1050 Samples, 540x540, 11h30m
CPU BiDir, Metropolis, area Light, 1050 Samples, 540x540, 11h30m
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Re: Different Works in Progress

Post by B.Y.O.B. »

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.
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Leaves in a falls' storm

Post by FarbigeWelt »

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
Leaves-in-Wind.gif
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Re: Different Works in Progress

Post by FarbigeWelt »

B.Y.O.B. wrote: Sun Oct 21, 2018 10:14 am 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.
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.
CPU BiDir, Metropolis 2,8192,0.05, depth 15, shielded point Light, 1950 Samples, 540x540, 1h10m
CPU BiDir, Metropolis 2,8192,0.05, depth 15, shielded point Light, 1950 Samples, 540x540, 1h10m
CPU BiDir, Metropolis 2,8192,0.05, depth 15, shielded point Light with lens, 510Samples, 540x540, 28m
CPU BiDir, Metropolis 2,8192,0.05, depth 15, shielded point Light with lens, 510Samples, 540x540, 28m
CPU BiDir, Metropolis 10,8192,2, depth 15, shielded point Light with lens, 123 Samples, 540x540, 30m
CPU BiDir, Metropolis 10,8192,2, depth 15, shielded point Light with lens, 123 Samples, 540x540, 30m
CPU BiDir, Metropolis 10,8192,2, depth 15, point Light, 620 Samples, 540x540,11m
CPU BiDir, Metropolis 10,8192,2, depth 15, point Light, 620 Samples, 540x540,11m
CPU BiDir, Metropolis 2,8192,0.05, depth 15, point Light, 1200 Samples, 540x540, 24m
CPU BiDir, Metropolis 2,8192,0.05, depth 15, point Light, 1200 Samples, 540x540, 24m
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

Post by FarbigeWelt »

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)
CPU BiDir, Metropolis 10,8192,2, depth 15, 2 area Lights 0.1, 15 deg., 745 Samples, 540x540, 32m
CPU BiDir, Metropolis 10,8192,2, depth 15, 2 area Lights 0.1, 15 deg., 745 Samples, 540x540, 32m
CPU BiDir, Metropolis 10,8192,2, depth 15, 2 area Lights 0.2 90 deg., 33 Samples, 540x540, 25 m
CPU BiDir, Metropolis 10,8192,2, depth 15, 2 area Lights 0.2 90 deg., 33 Samples, 540x540, 25 m
CPU BiDir, Metropolis 10,8192,2, depth 15, thin cuboid Light 0.1 90 deg., 200 Samples, 540x540, 7m
CPU BiDir, Metropolis 10,8192,2, depth 15, thin cuboid Light 0.1 90 deg., 200 Samples, 540x540, 7m
CPU BiDir, Metropolis 10,8192,2, depth 15, cube Light 0.1 90 deg., 250 Samples, 540x540, 6m
CPU BiDir, Metropolis 10,8192,2, depth 15, cube Light 0.1 90 deg., 250 Samples, 540x540, 6m
Renders with planes are ongoing.
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