I had this very same idea, but ir's rather the opposite, the bigger the FOV the bigger the DOF and less blur...Pibuz wrote:Ok I'm back with some clearer results. Finally.
It seems that to achieve some valuable glares through aperture diffraction you need:
1. High aperture values, like f/16 or f/22 (which excludes any DOF)
Simple Renderings Thread
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Re: Simple Renderings Thread
Re: Simple Renderings Thread
I was not very clear, indeed..
With "no DOF" I meant "NO blur".
You're actually right: there is No blur 'cos the DOF is bigger
I'll edit my post...
With "no DOF" I meant "NO blur".
You're actually right: there is No blur 'cos the DOF is bigger

I'll edit my post...
Re: Simple Renderings Thread
@Pibuz
I think you're expecting glare from a wrong type of scene. A studio setup with large emitters will hardly produce you a great "glare magic". The bloom you are getting seems correct to me. It's all about the size and brightness of the emitter and the highlights it produces on your model ( + your F-stop value of course ). More pronounced highlight will produce a more pronounced glare. It has nothing to do with dark environments. Do you get good caustics with large emitters? No you don't. The same goes to glare. At least that's the way I see things.
I think you're expecting glare from a wrong type of scene. A studio setup with large emitters will hardly produce you a great "glare magic". The bloom you are getting seems correct to me. It's all about the size and brightness of the emitter and the highlights it produces on your model ( + your F-stop value of course ). More pronounced highlight will produce a more pronounced glare. It has nothing to do with dark environments. Do you get good caustics with large emitters? No you don't. The same goes to glare. At least that's the way I see things.
Re: Simple Renderings Thread
Hope you're right Suv
I'm gonna do some more tests on a more real-scale scene.
Thank you guys!

I'm gonna do some more tests on a more real-scale scene.
Thank you guys!
Re: Simple Renderings Thread
IIRC the image render is using an f-stop of 16 and camera diffraction. There are very few spots in the whole image able to generate a star shape, so the are quite some conditions to meet for a given effect I suppose.
obsolete asset
Re: Simple Renderings Thread
Here's a comparison using the "world" with "Nikon" renderer (D90). The first one is F5.6 and the other F36. It's Norvegian (Juhls') silver with a halogen lamp just inches above.
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- F5_6.jpg (328.52 KiB) Viewed 3872 times
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- F36.jpg (365.1 KiB) Viewed 3870 times
Re: Simple Renderings Thread
Awesome !
Re: Simple Renderings Thread
+1 Awesome. Beautiful fabric and shape 

Re: Simple Renderings Thread
Hi Pibuz,Pibuz wrote:Attached is the SSS test scene in pigs format! report of any errors, if encountered, Ono.
Maybe you packed the wrong .igs file, because SSS_studio_scene.igs doesn't have all the information needed in it - it's supposed to be an included file.
Re: Simple Renderings Thread
Working on improving the SSS sampling techniques, it's looking promising:
This is non-bidir, non-MLT:
This is non-bidir, non-MLT:
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- im1246584754.png (758.5 KiB) Viewed 3830 times
Re: Simple Renderings Thread
OnoSendai wrote:Working on improving the SSS sampling techniques
Finally

So is ist Path tracing only... or something new??OnoSendai wrote:This is non-bidir, non-MLT:

polygonmanufaktur.de
Re: Simple Renderings Thread
I just haven't implemented it for bidir yet 

Re: Simple Renderings Thread
Woah! I can't believe you are getting those results without using MLT! I'm working on a liquids test scene and I can't wait to test the new sampling techniques!OnoSendai wrote:Working on improving the SSS sampling techniques, it's looking promising:
This is non-bidir, non-MLT:
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