Paul Russam's Church Test-thread

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Whaat
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Paul Russam's Church Test-thread

Post by Whaat » Tue Jul 24, 2007 2:39 am

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.

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1600 samples - 3d 5hrs.jpg
Indigo 0.8 Hybrid
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OnoSendai
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Post by OnoSendai » Tue Jul 24, 2007 2:44 am

Stunning image Whaat, and great job on writing an exporter than can export such a beast :)

Can you describe the lighting setup? Is sun+sky used?

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Post by Whaat » Tue Jul 24, 2007 3:24 am

OnoSendai wrote: Can you describe the lighting setup? Is sun+sky used?
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.

The windows are 65% diffuse, 35% diffuse transmitter.

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Post by OnoSendai » Tue Jul 24, 2007 3:30 am

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.

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Post by Whaat » Tue Jul 24, 2007 3:45 am

OnoSendai wrote:Definitely use bidirectional path tracing, I'd turn MLT off as well.
OK, I will try to run tests of both BMLT and BPT. I forgot to point out before that I used BIH trees for all meshes (threshold=0). How much of an impact would that have on performance?
Whaat

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OnoSendai
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Post by OnoSendai » Tue Jul 24, 2007 3:52 am

BIH is usually a bit slower, altho for some meshes the performance dies totally.

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Post by 2kemon » Tue Jul 24, 2007 3:52 am

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.
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?

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Post by OnoSendai » Tue Jul 24, 2007 4:05 am

Gaps are alright in Indigo, if you are willing to accept seeing 'the void' :twisted:

It's very important to give some distance between the exit portal and the window triangles, otherwise the render will be incorrect. (due to small epsilon/nudge distance at ray origin over which intersections are ignored)

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Post by ortega » Tue Jul 24, 2007 4:40 am

man ... very nice job :shock:

how manny days to finish this scene?

well, again NICE JOB!!!!!

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Post by Big Fan » Tue Jul 24, 2007 8:47 am

ono this nudge distance and stuff - can you bring the Indigo manual up to date please. :wink:
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.. :roll:

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Post by suvakas » Tue Jul 24, 2007 12:02 pm

Amazing pic :shock:
Almost photo real.
Great stuff !!

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CoolColJ
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Post by CoolColJ » Fri Jul 27, 2007 3:59 pm

wow

modelling it must have been a biotch!

definitely need a core quad for this :)

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Post by CoolColJ » Fri Jul 27, 2007 4:10 pm

BTW what material settings did you use for the walls, pillars and arches?

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Post by Whaat » Sat Jul 28, 2007 2:57 am

CoolColJ wrote:wow

modelling it must have been a biotch!
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...)

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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Post by CoolColJ » Sat Jul 28, 2007 11:30 am

damn huh - looks realistic for 100% diffuse material

goes to show it's the environment and surrounding structures, and the actual model poly detail that influence the realism of light responce more than anything. Textures are more just hack :)

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