Paul Russam's Church Test-thread
Paul Russam's Church Test-thread
This church was modeled in SU by Paul Russam. It is incredibly detailed and contains about 1.7 million triangles. My first attempt at exporting it with SkIndigo was a failure (no instancing). I killed it after about 20 minutes of waiting. With instancing, the entire model was exported all at once in about 6.5 minutes (nothing hidden) on my Athlon XP 2700 single core 1GB RAM.
I rendered this image using Hybrid mode (bidirectional=off) After I stopped the render, I tried some tests using MLT and Path-tracing (with and without bidirectional). Hybrid turned about to be much slower than Bi-directional MLT so I will render this again using BMLT and see what happens.
Stats:
Tris~1.7 million
Render Time~3 days 5 hrs
Samples per Pixel=1600
Resolution=1020x625
Rendered with Indigo 0.8 stable - Hybrid (Bidirectional off) no post pro
Athlon XP 2700+ 1GB RAM 1 thread
I plan on running some tests with Indigo 0.9 with and without exit portals. Hopefully, we'll see a big difference.
Whaat
I rendered this image using Hybrid mode (bidirectional=off) After I stopped the render, I tried some tests using MLT and Path-tracing (with and without bidirectional). Hybrid turned about to be much slower than Bi-directional MLT so I will render this again using BMLT and see what happens.
Stats:
Tris~1.7 million
Render Time~3 days 5 hrs
Samples per Pixel=1600
Resolution=1020x625
Rendered with Indigo 0.8 stable - Hybrid (Bidirectional off) no post pro
Athlon XP 2700+ 1GB RAM 1 thread
I plan on running some tests with Indigo 0.9 with and without exit portals. Hopefully, we'll see a big difference.
Whaat
- Attachments
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- Indigo 0.8 Hybrid
- 1600 samples - 3d 5hrs.jpg (594.52 KiB) Viewed 11543 times
Lighting is only sun and sky. The sun is pointing down and towards the camera so that sunlight is coming in through the stained-glass windows. The area behind the camera is open so that some skylight can enter.OnoSendai wrote: Can you describe the lighting setup? Is sun+sky used?
The windows are 65% diffuse, 35% diffuse transmitter.
Ok.
I'm not sure diffuse transmitters are entirely appropriate for simulating stained glass, as stained glass is not fully diffuse, altho it is usually quite rough on a large scale.
Exit portals should help a lot.
Just place an exit portal quad just outside each window (being careful not to touch or get too close to the window - leave at least a 1mm gap).
Make sure normals point inwards.
Definitely use bidirectional path tracing, I'd turn MLT off as well.
I'm not sure diffuse transmitters are entirely appropriate for simulating stained glass, as stained glass is not fully diffuse, altho it is usually quite rough on a large scale.
Exit portals should help a lot.
Just place an exit portal quad just outside each window (being careful not to touch or get too close to the window - leave at least a 1mm gap).
Make sure normals point inwards.
Definitely use bidirectional path tracing, I'd turn MLT off as well.
I thought exit portals shouldn't have gaps and actually overlap the openings a bit. But maybe that's why my first image is a bit burned? I just browsed the fryrender tutorial on exit portals. I believe it said no gaps - perhaps it's different in Indigo?Just place an exit portal quad just outside each window (being careful not to touch or get too close to the window - leave at least a 1mm gap).
Make sure normals point inwards.
ono this nudge distance and stuff - can you bring the Indigo manual up to date please.
also is this the same as ray_origin_nudge_distance?
I asked you about whether this should appear as a general option...I dont think you replied before the site went down again...
ATM I only have it showing with atmosphere in my SW script..
also is this the same as ray_origin_nudge_distance?
I asked you about whether this should appear as a general option...I dont think you replied before the site went down again...
ATM I only have it showing with atmosphere in my SW script..
You'll have to talk to Paul about that What you see in the render is not even the finished model. He has added even more detail. Plus, he also did another super detailed model of the exterior (I think...)CoolColJ wrote:wow
modelling it must have been a biotch!
For material settings, all I did was change the material settings for the chandeliers and the windows. The remaining materials are all 100% diffuse. I did this render mainly to test if it was even possible to export such a huge model all at once. I did not spend any time on materials...
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