animation settings

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FarbigeWelt
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Re: animation settings

Post by FarbigeWelt »

I don't know how the Metropolis algorithm chooses its generated Random numbers. Actually if it works with a seed number it should always produce the same series of generated random numbers. A developer should be able to check this.

Did you already check if your scene contains lamps with many emissive triangles?
Maybe it helps a lot regarding reproducible renders if you normalize Importance for each lamp. This means to divide 1 by the number of light sources (amount of triangle s of an object). The default lights like spot or point get an Importance of 1; the area lamp gets an Importance of 0.5 (it has two tingles); objects with an emissive Material get 1/numberoftriangles.

However this approach may need a lot of samples to converge.. but does it anyway if there are many lights in a scene.
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FarbigeWelt
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Re: animation settings

Post by FarbigeWelt »

The kind of light also is important, if you want comparable brightness define lights as physics not as artistics. I prefer to define brightness of lamps in lumen.

EDIT (facts you probably know well)
Another big influence on the brightness of light is its area.
A further influence is the maximal angle a light emits its rays.
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Re: animation settings

Post by daros »

FarbigeWelt wrote: Tue Jul 01, 2025 8:17 am I don't know how the Metropolis algorithm chooses its generated Random numbers. Actually if it works with a seed number it should always produce the same series of generated random numbers. A developer should be able to check this.

Did you already check if your scene contains lamps with many emissive triangles?
Maybe it helps a lot regarding reproducible renders if you normalize Importance for each lamp. This means to divide 1 by the number of light sources (amount of triangle s of an object). The default lights like spot or point get an Importance of 1; the area lamp gets an Importance of 0.5 (it has two tingles); objects with an emissive Material get 1/numberoftriangles.

However this approach may need a lot of samples to converge.. but does it anyway if there are many lights in a scene.
Yes, our scenes often contain objects with lots of emissive triangles. This is one of th reasons why we stick on bidir, because it normally handles millions of emissive triangles + caustics and so on without any issues. Tomorrow i revise the light importance idea but it seems to me something which sould be in charge of bidir+metropolis.
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Re: animation settings

Post by daros »

FarbigeWelt wrote: Tue Jul 01, 2025 10:46 am The kind of light also is important, if you want comparable brightness define lights as physics not as artistics. I prefer to define brightness of lamps in lumen.

EDIT (facts you probably know well)
Another big influence on the brightness of light is its area.
A further influence is the maximal angle a light emits its rays.
Yes, we use only lifelike values for emitters and even for the sky. We did a series empiric measurements of sky and sun intensites at different hours and conditions and used that data to set-up our scenes. All matched with film sensitivity lenses luminosity and all that stuff. Regarding the brightness of the light related to the area of the amitting surface, this should be only in case if you use Lux variables insted of Lumen values, or not?
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Re: animation settings

Post by FarbigeWelt »

daros wrote: Tue Jul 01, 2025 3:26 pm
Regarding the brightness of the light related to the area of the amitting surface, this should be only in case if you use Lux variables insted of Lumen values, or not?
Indeed Lux could be the better choice for complex lights.

1 Lx = 1 Lm/m^2

This means Lux are area normalized Lumen.
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Re: animation settings

Post by FarbigeWelt »

FarbigeWelt wrote: Tue Jul 01, 2025 6:37 pm
Indeed Lux could be the better choice for complex lights.

1 Lx = 1 Lm/m^2

This means Lux are area normalized Lumen.
But there isn't any such choice in BlendLuxCore ..
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Re: animation settings

Post by FarbigeWelt »

daros wrote: Tue Jul 01, 2025 3:18 pm
Yes, our scenes often contain objects with lots of emissive triangles. This is one of th reasons why we stick on bidir, because it normally handles millions of emissive triangles + caustics and so on without any issues.

Tomorrow i revise the light importance idea but it seems to me something which sould be in charge of bidir+metropolis.
4 Different Lights:
Point Lamp: SubDiv 0, "Tris" 2, Importance 0.5
Ico Sphere: SubDiv 1, Tris 20, Importance 1.0
Ico Sphere: SubDiv 2, Tris 80, Importance 1.0
Ico Sphere: SubDiv 3, Tris 320, Importance 1.0

Matte.White.Emit.Importance.1


Noise patterns of indirect lightening depending on Metropolis' Settings.
(part one)
Metropolis: 1%, 8, 1%
Metropolis: 1%, 8, 1%
Metropolis: 1%, 8, 10%
Metropolis: 1%, 8, 10%
Metropolis: 1%, 8, 100%
Metropolis: 1%, 8, 100%
Metropolis: 1%, 1024, 1%
Metropolis: 1%, 1024, 1%
Metropolis: 1%, 128, 1%
Metropolis: 1%, 128, 1%
Metropolis: 1%, 1024, 50%
Metropolis: 1%, 1024, 50%
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Re: animation settings

Post by FarbigeWelt »

Noise patterns of indirect lightening depending on Metropolis' Settings.
(part two)
Metropolis: 10%, 8, 1%
Metropolis: 10%, 8, 1%
Metropolis: 50%, 8, 50%
Metropolis: 50%, 8, 50%
Metropolis: 50%, 64, 50%
Metropolis: 50%, 64, 50%
Metropolis: 50%, 1024, 10%
Metropolis: 50%, 1024, 10%
Metropolis: 50%, 1024, 50%
Metropolis: 50%, 1024, 50%
Metropolis: 100%, 8, 1%
Metropolis: 100%, 8, 1%
Light and Word designing Creator - aka quantenkristall || #luxcorerender
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