Clipmap small issue
Clipmap small issue
Hi Whaat, hi all.
I see something is happening when working with clipmaps. Here's the reference image:
In the scene there are 2 trees behind the camera, both of them are simple b/w images mapped onto a plane; same texture used as albedo and clip map. If you have a look to the borders of the shadows you'll see that there are a lot of fireflies, and that's a thing which I noticed in the past also. Since it's not one of my rendering priorities, I simply waited for someone to fix it.
It has not been fixed, so I am here.
Is there a way to adjust some settings or something? Thank you!
I see something is happening when working with clipmaps. Here's the reference image:
In the scene there are 2 trees behind the camera, both of them are simple b/w images mapped onto a plane; same texture used as albedo and clip map. If you have a look to the borders of the shadows you'll see that there are a lot of fireflies, and that's a thing which I noticed in the past also. Since it's not one of my rendering priorities, I simply waited for someone to fix it.
It has not been fixed, so I am here.
Is there a way to adjust some settings or something? Thank you!
Re: Clipmap small issue
I think the fireflies would be be reduced or eliminated by enabling 'step blend'. Sorry but this feature has not yet been added to SkIndigo but I may add it for the next version.Pibuz wrote: In the scene there are 2 trees behind the camera, both of them are simple b/w images mapped onto a plane; same texture used as albedo and clip map. If you have a look to the borders of the shadows you'll see that there are a lot of fireflies, and that's a thing which I noticed in the past also. Since it's not one of my rendering priorities, I simply waited for someone to fix it.
It has not been fixed, so I am here.
Is there a way to adjust some settings or something? Thank you!
As a workaround, you could create a blend material using the Indigo Material editor (blend of diffuse and null) and then enable 'step blend'. Then, create a 'linked IGM' material in SkIndigo that links to this material. Make sense?
Re: Clipmap small issue
Sounds like a tricky workaround to me..
I have no hurry for this so I can wait for the step blend option with no problem at all.
I did another test rendering with hybrid mode and it all came fine.
I suggest you add the option anyway.
I have no hurry for this so I can wait for the step blend option with no problem at all.
I did another test rendering with hybrid mode and it all came fine.
I suggest you add the option anyway.
Re: Clipmap small issue
Yup, you definitely want to enable 'step blend'
Re: Clipmap small issue
Man, I'm loving that grass pibuz! Looks awesome - any chance of sharing the model/source for sketchup?
Re: Clipmap small issue
No problem at all. Once I've found the skp file again!
My aim was to make a little tut out of this, and THEN share the skp as a base for the tut...but I can share the model first anyway. Give me a couple days!
My aim was to make a little tut out of this, and THEN share the skp as a base for the tut...but I can share the model first anyway. Give me a couple days!
Re: Clipmap small issue
Done. Visit my blog and go to the download section. If you don't speak italian, you'll tell the right topic from the image
Re: Clipmap small issue
Heh, cheers pibuz
I'll have to download at home - for some reason my work is blocking access to your downloads link 'category gambling'.....
I'll have to download at home - for some reason my work is blocking access to your downloads link 'category gambling'.....
Re: Clipmap small issue
thanks Pibuz! You are great!Pibuz wrote:Done. Visit my blog and go to the download section. If you don't speak italian, you'll tell the right topic from the image
BTW I have a question for You (maybe it is a little bit off topic - sorry) how do you replace complex weed model with those boxes (dummies)? I thought i know sketchup pretty well, but i can't figure this out...
Re: Clipmap small issue
That's a very simple procedure to make very heavy scenes to be easily handleable.
1. You have a heavy component named for example "grassweed"
2. ENABLE INSTANCING over the heavy component
3. MAKE A SIMPLE COMPONENT (its dimensions should be similar to the "grassweed" component bounding box)
4. Name it "grassweed_dummy"
5. ENABLE INSTANCING over "grassweed_dummy"
6. (MAKE THE SCENE NAVIGATION LIGHTER, HIDING THE HEAVY COMPONENT)
7. SPREAD AROUND "GRASSWEED_DUMMY".
1. You have a heavy component named for example "grassweed"
2. ENABLE INSTANCING over the heavy component
3. MAKE A SIMPLE COMPONENT (its dimensions should be similar to the "grassweed" component bounding box)
4. Name it "grassweed_dummy"
5. ENABLE INSTANCING over "grassweed_dummy"
6. (MAKE THE SCENE NAVIGATION LIGHTER, HIDING THE HEAVY COMPONENT)
7. SPREAD AROUND "GRASSWEED_DUMMY".
Re: Clipmap small issue
Thank You.
You are useful as always.
I knew that there was something like "instancing enable/disable" in skindigo options, but I missunderstood all idea. Now thanks to You it's all clear. I belive that the rule for naming instaces is always "component-name_dummy", right?
You are useful as always.
I knew that there was something like "instancing enable/disable" in skindigo options, but I missunderstood all idea. Now thanks to You it's all clear. I belive that the rule for naming instaces is always "component-name_dummy", right?
Re: Clipmap small issue
Exactly
Re: Clipmap small issue
Correct.wojtek-w wrote:Thank You.
You are useful as always.
I knew that there was something like "instancing enable/disable" in skindigo options, but I missunderstood all idea. Now thanks to You it's all clear. I belive that the rule for naming instaces is always "component-name_dummy", right?
Perhaps not important for organic stuf like this, but don't forget if you want your dummys to appear in a specific position, you might need to alter the component axis to match a reference point on the original component.
For example, I've been using dummys to render multiple cars in a car park and I want them all to appear within the parking spaces, so I have to set the source component axis on the corner of the parking space and then set the dummy axis on the corner of the dummy box - this means I know that putting the origin of the dummy component on the corner of the space results in a dummy car rendering in the correct position within the parking space.
If that makes any sense!
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