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Le 16-11-21 à 07:16, Jim Holsenback a écrit :
> On 11/20/2016 5:35 PM, Alain wrote:
>> Very good. My only complain would be about those area_light artefacts in
>> the left anf right shadowed areas. Try increasing the adaptive value by
>> 1, it should help, but it will obviously take longer to render.
>
> sa-weeeet ... increasing adaptive to 2 fixed it
>
Good :)
Remember:
adaptive 0 = start with only the 4 corners of the area_light.
adaptive 1 = start with 1 subdivision, or a 3*3 array.
adaptive 2 = start with 2 subdivisions, or a 5*5 array.
...
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On 11/20/2016 8:20 AM, Jim Holsenback wrote:
> i'm also working on a monochrome version with scattering media.
i reworked the material a bit ... gave blend_mode and blend_gamma a test
drive. i have a cool purple one but like this jade-ish version the best.
type 5 scattering media turned out ok too. i don't dare release the
kraken (area lights) on this one ... wondering if there is a chance of a
new subsurface option? ignore area lights for finish (subsurface) but
use with object (shadows)
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Attachments:
Download 'jadeknot.png' (326 KB)
Preview of image 'jadeknot.png'
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Am 02.12.2016 um 00:35 schrieb Jim Holsenback:
> On 11/20/2016 8:20 AM, Jim Holsenback wrote:
>> i'm also working on a monochrome version with scattering media.
>
> i reworked the material a bit ... gave blend_mode and blend_gamma a test
> drive. i have a cool purple one but like this jade-ish version the best.
> type 5 scattering media turned out ok too. i don't dare release the
> kraken (area lights) on this one ... wondering if there is a chance of a
> new subsurface option? ignore area lights for finish (subsurface) but
> use with object (shadows)
Unfortunately that's not possible for technical reasons: Shadow handling
is too deeply intertwined with the subsurface light transport algorithm
to be done separately.
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On 12/1/2016 7:04 PM, clipka wrote:
> Am 02.12.2016 um 00:35 schrieb Jim Holsenback:
>> On 11/20/2016 8:20 AM, Jim Holsenback wrote:
>>> i'm also working on a monochrome version with scattering media.
>>
>> i reworked the material a bit ... gave blend_mode and blend_gamma a test
>> drive. i have a cool purple one but like this jade-ish version the best.
>> type 5 scattering media turned out ok too. i don't dare release the
>> kraken (area lights) on this one ... wondering if there is a chance of a
>> new subsurface option? ignore area lights for finish (subsurface) but
>> use with object (shadows)
>
> Unfortunately that's not possible for technical reasons: Shadow handling
> is too deeply intertwined with the subsurface light transport algorithm
> to be done separately.
>
we can already opt /not/ to use area lights in scenes (generally
speaking) and by extension subsurface ... that is good subsurface
results aren't depended on area lights or is it?
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On 11/20/2016 11:16 AM, clipka wrote:
> Have you considered trying UberPOV? It does include some mechanisms that
> might trim down render times considerably when multiple oversampling
> effects (e.g. focal blur, SSS, area lights, anti-aliasing) are combined.
just tried uberpov 3.7.1-x.colour.8871403 and compared it to pov
3.7.1-alpha.8889454
did a subsurface and scattering comparison (no area lights):
subsurface only: pov 34.315 min uber 47.6 min pov 38% faster
scattering only: pov 16.1 min uber 15.8 min toss up
why the big difference in render time for subsurface!!! not leading me
to expect any pay off by adding more than one effect or area lights into
the mix
absolutely no changes to sdl file other than #version 3.7; -vs-
#version unofficial patch 3.7;
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Am 02.12.2016 um 19:19 schrieb Jim Holsenback:
> On 11/20/2016 11:16 AM, clipka wrote:
>> Have you considered trying UberPOV? It does include some mechanisms that
>> might trim down render times considerably when multiple oversampling
>> effects (e.g. focal blur, SSS, area lights, anti-aliasing) are combined.
>
> just tried uberpov 3.7.1-x.colour.8871403 and compared it to pov
> 3.7.1-alpha.8889454
>
> did a subsurface and scattering comparison (no area lights):
>
> subsurface only: pov 34.315 min uber 47.6 min pov 38% faster
> scattering only: pov 16.1 min uber 15.8 min toss up
>
> why the big difference in render time for subsurface!!!
Can't say off the top of my head. It probably has to do with subsurface
light transport being inherently based on numerical integration (read:
it needs to shoot rays in lots of directions to do its job), which needs
to be shoehorned in to POV-Ray by brute force, while UberPOV provides a
dedicated framework for such numerical integration stuff. Maybe that
framework adds some unexpected overhead, or maybe it causes some
implicit increase in the number of rays short when default settings are
used.
Or maybe it's some entirely unrelated overhead unexpectedly introduced
with one of the other UberPOV features.
> not leading me
> to expect any pay off by adding more than one effect or area lights into
> the mix
Go ahead and try.
The crucial thing here is that in official POV-Ray, when both subsurface
light transport and area lights are used, the computational effort
doesn't simply add - it multiplies instead. This shouldn't be the case
with UberPOV's special framework.
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On 12/1/2016 11:35 PM, Jim Holsenback wrote:
> i reworked the material a bit
Me like. :)
--
Regards
Stephen
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On 12/2/2016 3:01 PM, clipka wrote:
> Go ahead and try.
hmmm ... with uber subsurface + area lights render was > 14 hrs. pov is
/still/ ~ 38 % faster
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Jim Holsenback <spa### [at] nothanksnet> wrote:
> On 12/2/2016 3:01 PM, clipka wrote:
> > Go ahead and try.
>
> hmmm ... with uber subsurface + area lights render was > 14 hrs. pov is
> /still/ ~ 38 % faster
That's a curious thing because I found subsurface together with area lights and
radiosity to be faster in most recent UberPOV versus the 3.7.1.1-alpha.
Same scene file was able to get a fraction, about 15%, of the render done while
the "alpha" was still doing the radiosity pretrace. Around 5 minutes to complete
pretrace versus about 25 minutes.
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On 12/4/2016 8:53 AM, omniverse wrote:
> Jim Holsenback <spa### [at] nothanksnet> wrote:
>> On 12/2/2016 3:01 PM, clipka wrote:
>>> Go ahead and try.
>>
>> hmmm ... with uber subsurface + area lights render was > 14 hrs. pov is
>> /still/ ~ 38 % faster
>
> That's a curious thing because I found subsurface together with area lights and
> radiosity to be faster in most recent UberPOV versus the 3.7.1.1-alpha
maybe it was edge of that blackhole gravity well that passed through our
sector last evening
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