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Close your window if its stormy

Posted: Tue Oct 16, 2018 1:29 pm
by FarbigeWelt
GPU Path, halt condition 15 s per frame
GPU Path, halt condition 15 s per frame

Re: Different Works in Progress

Posted: Tue Oct 16, 2018 3:42 pm
by Dade
There may be be some space between window frame and the wall (i.e. the bright line on the ground).

Re: Different Works in Progress

Posted: Tue Oct 16, 2018 11:08 pm
by FarbigeWelt
Dade wrote: ↑Tue Oct 16, 2018 3:42 pm There may be be some space between window frame and the wall (i.e. the bright line on the ground).
Yes, there is, and I apologize for this glitch in the sketch, I was a bit inpatient and too lazy to correct the model and rerender the animation.
(After I know how to implement my final idea, there will be an update of the short animation. By the way, forum software struggles during upload of animated gif if its duration is more than a few seconds, even if file size is a good part below max. upload size.)

Use case of Matte Transluscent

Posted: Tue Oct 16, 2018 11:24 pm
by FarbigeWelt
Amount of lights is still an issue. One filament in the picture contains 60 lights. DLC can handle this but for 50 filaments this takes time.
Outer object has matte transluscent with reflection 0,0 and diffuse yellow; inner material matte with opacity 0.0 and emission 1,1,1. There is not any additional light than the visible object.
GPU Path, Matte Transluscent, 2000 Samples, 6 min
GPU Path, Matte Transluscent, 2000 Samples, 6 min
Filament has been made with mesh screw tool, inner object with a triangle, outer object with circle 32. Not much work to do as soon as one understands how screw tool work.

Ice cube 2nd of n versions

Posted: Wed Oct 17, 2018 11:18 pm
by FarbigeWelt
This pictures shows pretty nice influence of Metropolis' consecutive rejects value on beam distribution.
Icd Cube CPU BiDir, Metropolis consrej 32768, 150 Samples, 6h, 2HD
Icd Cube CPU BiDir, Metropolis consrej 32768, 150 Samples, 6h, 2HD

Different Gems, Dispersion, Metropolis BiDr

Posted: Thu Oct 18, 2018 6:04 am
by FarbigeWelt
The picture is a technical study without claiming any esthetic.
It shows reliably caustics and dispersion.

This scene can be setup within a few minutes from scratch.
Gems can be selected mesh>extras>diamonds (extras is a menu of a standard mesh tool addon). After defining material with volumes and chosing world volume, gems can be distributed with particlesystem. In the pictures are three types of gems each wich its own particlesystem, actually a copy with change of seed. After 1100 samples with linear tonemaper, auto brightness was disabled, reinhard adsjusted and finally gamma and exposure set.
Different Gems, IOR Diamond, GPU BiDir, Metropolis, Reinhard, 6h, 1250 S
Different Gems, IOR Diamond, GPU BiDir, Metropolis, Reinhard, 6h, 1250 S
Resolution: 2160x21060

(I wonder why the gems are a bit yellow/amber. At render's start they are chaotic colorful until getting detailed a few hundreds samples later.)

Re: Different Works in Progress

Posted: Thu Oct 18, 2018 8:12 am
by B.Y.O.B.
FarbigeWelt wrote: ↑Thu Oct 18, 2018 6:04 am (I wonder why the gems are a bit yellow/amber. At render's start they are chaotic colorful until getting detailed a few hundreds samples later.)
Did you use clamping?
If yes, try to disable it or render with a higher value.

Re: Different Works in Progress

Posted: Thu Oct 18, 2018 12:31 pm
by FarbigeWelt
B.Y.O.B. wrote: ↑Thu Oct 18, 2018 8:12 am Did you use clamping?
If yes, try to disable it or render with a higher value.
Yes, to get a clear image,

EDIT: suggestion was 5.8, I clamped with 5.01. I did not follow my intuition:
I clamped to 500.01. 100x the recommendation. I thought to be on the sfe side.

Thanks to you, I remember some tests with glass cubes, I‘ll have a look at them and rerender over night with higher clamping value or disabling it.

Gems rearranged, less clamped

Posted: Fri Oct 19, 2018 6:06 am
by FarbigeWelt
Most human's Ieye like chaotic patterns and order/symmetry in pictures in a kind of balance. Too much in one of these directions annoys or bores perception. The rearranged gems are randomly but systematic set.

I made some observations regarding clamping, dispersion, noise, tone and image resolution during clamp value optimization (notes following later).
Different Gems, IOR Diamond, GPU BiDir, Metropolis, Reinhard, clamped 50000, 1380 Samples
Different Gems, IOR Diamond, GPU BiDir, Metropolis, Reinhard, clamped 50000, 1380 Samples

Intermezzo: Tree and Wind

Posted: Sat Oct 20, 2018 10:41 am
by FarbigeWelt
Currently collecting different tools/approaches on the way of the windy window scene I rembemered good old sapling tree addon's capabilies to add armatures and simulate wind.
I know there are overlapping leaves because of random vertex selection. There is a way to avoid it but means more effort.

GPU Path, Sobol, depth 4, halt condition 125 samples, leaves Glossy transluscent, animated Gif 256 colors dithered, 25% HD, 120 frames
Tree-and-Wind.gif