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Starting a news thread just in case ABX is right. ;-)
Please reply to this - if the cross-posting indeed expires i will repost
the thread summary.
Gilles Tran wrote:
>
> These are very good looking. On my computer the first one takes 7m50 so it's
> still pretty fast. I started the second one but stopped it after a while and
> I guess it should take somewhere between 1h and 1h30.
> The difference in render time doesn't seem much justified between both
> images as the second one still have large corner artifacts.
>
There is indeed not much of a difference between those two at the first
glance but the faster one, although it renders quite fast, is quite far
away from the 'correct' solution. If you compare the images directly
you will see what i mean.
> However, the impressive lack of artifacts on the walls (similar to the one
> observed with C4D) leads to an obvious question : why do the default
> parameters in this case lead to so-so results? Is the trade-off the corner
> artifact problem? Could POV-Ray's radiosity be "adaptive"?
It depends on what kind of results you want. The aim of any radiosity
algorithm should be to converge to the correct solution if you increase
the quality settings. How it looks in a fast render much depends on the
settings in POV-Ray. To me it seems the default settings usually lead
to a fairly uniform result, meaning the artefacts have similar intensity
in all parts of the scene.
> Here's a C4D version obtained by boosting the "max resolution" parameter.
> This drove the render time to almost 2 hours but all the artifacts are gone
> except a couple. In fact I think I could get rid of them entirely by
> lowering the "min resolution" parameter but more tests are required. The top
> image is a screen shot of the pre-pass with the sample location visible.
> http://www.oyonale.com/temp/testrad3h.png
A similar view with POV-Ray using the previous 'e' settings:
http://www.tu-bs.de/~y0013390/files/rad_01e3.png
http://www.tu-bs.de/~y0013390/files/rad_01e2.png
Note because of the techique used to display the points the sample
locations are not as clearly visible as in the C4D image. If you
extract the sample locations from the cache file and display the points
this might lead to better results.
In rad_01e2.png the blue areas show the places where additional samples
would be required during final trace without 'always_sample off'. The
small red stripes in the corners are those parts were additional samples
were taken despite 'always_sample off'.
If you turn on always_sample you will see that the artefacts are
slightly diminished (esp. lower right corner) but the render time is
increased by more than 50% (28846 instead of 21738 samples)
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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news:3j4### [at] tritonimagicode...
> It depends on what kind of results you want. The aim of any radiosity
> algorithm should be to converge to the correct solution if you increase
> the quality settings. How it looks in a fast render much depends on the
> settings in POV-Ray. To me it seems the default settings usually lead
> to a fairly uniform result, meaning the artefacts have similar intensity
> in all parts of the scene.
To be fair, POV-Ray default radiosity usually tend to work wonders and when
the scenes are messy enough, once can get away with very low quality values.
It's only in a few cases like this is that the radiosity problem seems
harder to solve for POV-Ray. This is why I tested C4D on this, as one of my
reasons for turning to C4D is indeed to be able to render complex interior
scenes for which I couldn't find a viable (timewise/memorywise) solution in
POV-Ray. Of course, there will be horrible trade-offs that I'm not aware of
yet in C4D but then I still have POV-Ray ;-)
> If you turn on always_sample you will see that the artefacts are
> slightly diminished (esp. lower right corner) but the render time is
> increased by more than 50% (28846 instead of 21738 samples)
What seems certain now is that both POV-Ray and C4D use the same basic
algorithm. C4D also has an "always_sample off" option (didn't try it). What
it doesn't have is the equivalent of mosaic preview (it's always like a
pixel per pixel pretrace). It does have, when the quality is high, a lag
time before the pretrace starts (POV-Ray does this too). It can do partial
radiosity renders (in the modelling view only - POV is much more flexible
when it comes to partial renderings, but I'll explain more when I know C4D
enough to make educated comparisons). I'm not sure how far these comparisons
can go anyway, because part of the speed difference could very well be
explained not by a faster radiosity algorithm, but simply by the use of scan
line.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Gilles Tran wrote:
>
> To be fair, POV-Ray default radiosity usually tend to work wonders and when
> the scenes are messy enough, once can get away with very low quality values.
> It's only in a few cases like this is that the radiosity problem seems
> harder to solve for POV-Ray.
We should be fair and note that we probably have hundred times more
experience to set up radiosity in POV than you have in C4D. :-)
I have tried two more renders: the first to get an idea of how the
'correct' solution would look like: count 1600, e-b. 0.1:
http://www.tu-bs.de/~y0013390/files/rad_01z1.png
And the following uses the 'e'-Settings previously mentioned with the
following changes:
- always_sample is on
- count is 600
- the sample direction set is randomly rotated for every sample taken
(based on an idea by Michael Andrews)
- the count value is increased for the final render to 1200 (which
results in the additional samples taken in the parts marked blue in
http://www.tu-bs.de/~y0013390/files/rad_01e2.png
to be gathered with this count value. Of course this is significantly
slower (~11min here) but the result:
http://www.tu-bs.de/~y0013390/files/rad_01g1.png
seems quite comparable to your latest C4D test concerning artefacts.
Note the C4D are much closer to the correct result than this but for a
nice looking image this is not the most important thing.
Some additional notes: Of course these settings are especially tweaked
for this scene - for actual use it would be nice to have settings that
are easy to adjust without doing dozens of test renders. The 'double
count' trick can be simulated in standard POV using a two pass render
and simply changing the count value in the scene file. Of course it
also depends on the low_error_factor technique used - i don't know the
effect if you use it with other values. The random rotation of samples
was originally developed by Michael Andrews for a scene with a linear
light source (neon tube) for which this is a very useful technique. For
many indoor scenes with flat walls this is probably useful although it
also can lead to worse results in other situations.
> What seems certain now is that both POV-Ray and C4D use the same basic
> algorithm. C4D also has an "always_sample off" option (didn't try it). What
> it doesn't have is the equivalent of mosaic preview (it's always like a
> pixel per pixel pretrace). It does have, when the quality is high, a lag
> time before the pretrace starts (POV-Ray does this too). It can do partial
> radiosity renders (in the modelling view only - POV is much more flexible
> when it comes to partial renderings, but I'll explain more when I know C4D
> enough to make educated comparisons). I'm not sure how far these comparisons
> can go anyway, because part of the speed difference could very well be
> explained not by a faster radiosity algorithm, but simply by the use of scan
> line.
I am not sure if C4D uses scanline techniques for this kind of render at
all. And if it does it will probably not change much because more than
90% of the time are spent for radiosity calculations and the shadows are
probably raytraced as well. Also note in a real scene with very
detailed geometry the advantages of scanline are lower. Not to mention
reflecting and refraction objects.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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