Scene Nodes questions

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rgigante
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Scene Nodes questions

Post by rgigante » Wed Mar 21, 2012 10:55 pm

Hi guys,

i'm currently reimplementing with the new SDK all the stuff in IT4SI. I'd like to use this thread to fill all the opened question i can't find the answer by myself.

Question list:

1) hybrid mode:
- is this mode still supported?
- i've seen that if i bidirectional and hybrid are true at the same time the SDK crashes. Is it a known behavior, thus they are mutually excluding, or is it a bug?

2) aperture diffraction:
- everytime i set enable aperture diffraction the indigo SDK mem footprint grows tremendously (1GB) even with VERY basic scene and the framebuffer update gets slower and slower. Is it normal? Is it still implemented? or only the post-process diffraction is valid?

3) env_map node
I see that in the latest SDK (3.2.9) are exposed sunsky and background nodes, but i see no reference to env_map nodes. Am i missing something?

All the best, Riccardo
Last edited by rgigante on Thu Mar 29, 2012 4:23 am, edited 2 times in total.

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OnoSendai
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Re: Scene Nodes questions

Post by OnoSendai » Wed Mar 21, 2012 11:44 pm

Hi Riccardo,
Hybrid mode isn't really supported any more.

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rgigante
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Re: Scene Nodes questions

Post by rgigante » Wed Mar 28, 2012 11:04 pm

2) aperture diffraction:
- everytime i set enable aperture diffraction the indigo SDK mem footprint grows tremendously (1GB) even with VERY basic scene and the framebuffer update gets slower and slower. Is it normal? Is it still implemented? or only the post-process diffraction is valid?

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lycium
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Re: Scene Nodes questions

Post by lycium » Wed Mar 28, 2012 11:49 pm

It is expected when using post-process AD to have pretty heavy memory use, especially with supersampling 2+. On the other hand, non-post-process AD pretty much requires MLT, and converges quite slowly... so we'll probably look at improving the performance and memory requirements after 3.2 Stable is out.

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rgigante
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Re: Scene Nodes questions

Post by rgigante » Thu Mar 29, 2012 12:02 am

Thanks Lycium! The point is that even when the render ends the memory footprint is still as big as during the rendering process and it looks to me like a bug.

Although i've yet not tested the post_process_diffraction, my preliminary tests show that the memory footprint explodes with supersampling = 1 and aperture_diffraction = true; moreover the MLT and AD doesn't produce any improvement in terms of convergence speed respect a standard PT behavior.

Is there any specific set of parameters to be trigger in order to have the AD working fine beside aperture_diffraction = true and, optionally, aperture_map?

Look forward updates.

R

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lycium
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Re: Scene Nodes questions

Post by lycium » Thu Mar 29, 2012 1:57 am

If you want to have the slower, non-post-process AD, you can use the tags

Code: Select all

<aperture_diffraction>true</aperture_diffraction>
<post_process_diffraction>false</post_process_diffraction>

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rgigante
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Re: Scene Nodes questions

Post by rgigante » Thu Mar 29, 2012 4:23 am

3) env_map node
I see that in the latest SDK (3.2.9) are exposed sunsky and background nodes, but i see no reference to env_map nodes. Am i missing something?


Thanks in advance, R.

PS any chance to see the SDK manual to get it updated with the latest SDK entries and not-used-anymore entries removed?

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lycium
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Re: Scene Nodes questions

Post by lycium » Thu Mar 29, 2012 4:38 am

It'd be great if you could send me a mail about updating the SDK docs, so I can keep track of it to be done :)

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rgigante
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Re: Scene Nodes questions

Post by rgigante » Thu Mar 29, 2012 6:30 am

Yes Lycium, sure. Concerning the env_map any hint about the node to get used?

Cheers, R.

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Re: Scene Nodes questions

Post by lycium » Fri Mar 30, 2012 11:37 pm

Sorry for the late reply on this Riccardo,

The env_map tag is actually deprecated, and has been replaced with the background material system. So you can use a texture for the background material's "Emission" parameter, and set the diffuse albedo to RGB=0 or preferably null reference (Base Emission is e.g. constant 6500K blackbody).

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