Russian Appartment - "Khrushchev building" redesig

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cooler_inc
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Russian Appartment - "Khrushchev building" redesig

Post by cooler_inc » Tue Dec 30, 2008 12:25 am

Hi, take a look at my redisign of the room
After of 60h it's too noisy, BIDIR is off, There're portals also :(
and 5 light layers
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SmartDen
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Post by SmartDen » Tue Dec 30, 2008 12:30 am

very nice. i like the POVs ;) but the couch looks a bit "edgy". would be better to make it smoother
Check normals, dude!

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Image

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Zom-B
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Post by Zom-B » Tue Dec 30, 2008 12:40 am

60h with 5 light layers is like 12h for each light layer image for it self.... remeber this!!!!
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cooler_inc
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Post by cooler_inc » Tue Dec 30, 2008 12:56 am

Oh, thx ZomB - now I undestand my mistake :)

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Kram1032
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Post by Kram1032 » Tue Dec 30, 2008 10:18 am

also, it's like 5x the RAM ;)

Looks great :D

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Post by cooler_inc » Wed Jan 07, 2009 11:08 pm

Hi, folks!
After your advices I left only one light - Physical Sky+Sun, BiDir is off, but as U can C the pictures are still noisy after of 66h :( what's wrong?
BTW there's a double glass in the window frame - is it ok? or should I remove it?
The main question is how to render the scene for 14h-16h not more?

My comp: Acer Aspire 7520G AMD Thurion 2.0 X2, 2Gb Ram, GeForce 8400M
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CTZn
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Post by CTZn » Wed Jan 07, 2009 11:43 pm

Hi cooler_inc !

Somehow I missed your thread...
BTW there's a double glass in the window frame - is it ok? or should I remove it?
Indeed. If you have set direct sun light to enter the room, then you should use exit portals, and prefer a single pane of ghost glass (see material database). Put the pane in front of the portal and inside the room (not both at the same position).

If the curtain is blocking all the incoming, direct lighting then you should remove even than pane (but leave exit portals in place).

Problem n°2 in your scene are colour values, scale them all down to 65-75 % of their actual values. Yes that's a strong reduction but that'll illustrate a great difference in performance. Tonemapping allows you to set the white point afterwards.

Basically colour values tell how much of the light is send back after bouncing on a surface. The higher the values, the more light is spreaded around, often much more than in reality (I mean the effect is often overdone by user input values). This is I think why your scene takes ages to clean: saturation !

I hope that'll help us to see some improvements :) Nice scene btw :D

massive post editing
Last edited by CTZn on Thu Jan 08, 2009 1:47 am, edited 1 time in total.

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cooler_inc
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Post by cooler_inc » Thu Jan 08, 2009 12:04 am

2CTZn: thx, I'll try to remove glass at all (there're exit portals in the scene already) and scale down the colour values. :)

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Post by Kram1032 » Thu Jan 08, 2009 7:52 am

A lightlayer isn't defined by a single light source. You can pack all the lights into a single layer and then that part doesn't matter anymore. You can use all your lights but without lightlayers. (or by simply putting all of them in one)

Yeah, saturation. Can be found in hundreds of locations in the forums (though, usually, the problem is white... but here, ANY colour is supersaturate)
White Paper has around 80% brightness - 0.8 0.8 0.8 grey.
Don't go over 80% for any of your colour values and you'll save a LOT of resouces ;)

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cooler_inc
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Post by cooler_inc » Fri Jan 09, 2009 10:07 pm

Hi
2Kram1032: Thx, the next render I'll switch all lights on without lightlayers.
Now take a look how the noise's disappeared after saturation reduction and glass removing.
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CTZn
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Post by CTZn » Sat Jan 10, 2009 12:35 am

What's your feeling really, cooler_inc ?

45h is still pretty long for me, though you don't seem to be using bidir, and all sun light is indirect wich definitly takes longer...

The more light you shed in the room, the better (are those things around the bar, light spots :D ?)

Only you can tell us how better it went :)

To be honest, I'm curious on why bidir was turned off, fireflies issues or something ?

Strange request: can I see one pic after, say, 30s of render ? Did you modify mlt settings or leave default ?

From my own experience it's good to find a scene-specific setting for mlt wich would make single light clumps about the double than the average detail size, in screen space... you know, mlt goes by splatching light here and there. If the individual splatches are of wide focus it's better, but not that wide that they would fade into point clouds. Quite tricky to tweak but can help with softening noise ...

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cooler_inc
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Post by cooler_inc » Sat Jan 10, 2009 1:33 am

2CTZn: Ok, thx - did some tests with settings, BiDi is on for now (I thought it would be faster if I switch BIDir off), SpotLights and CeilingLight are on.
Here's a test of 11m
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Post by Zom-B » Sat Jan 10, 2009 2:15 am

Are these the defaults Blender values for the advanced Settings??

I'm just asking, because I thought the one for Cindigo are from Indigo default, and "we" use:

MaxChange: 0.01
MaxDepth: 10000

If somebody is interested, you get this settings explained here
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Kram1032
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Post by Kram1032 » Sat Jan 10, 2009 2:50 am

1000 depth is recomended usually... 10000 hardly makes a difference while lower values do (especially for SSS and very low depths also for direct caustics. )

Those are defaults in blendigo

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CTZn
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Post by CTZn » Sun Jan 11, 2009 12:31 am

All in one I think your settings are good to go cooler_inc. Looking forward for a new benchmark, using bidir !

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