CoolColJ's test pics thread

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CoolColJ
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Re: CoolColJ's test pics thread

Post by CoolColJ » Sun Nov 07, 2010 9:17 pm

Stromberg wrote:I just love this topic, i hope you get the time to update it soon :)
Or maybe you had a rendering going from your last post let's hope so ;)

I've been lazy :oops:

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Zom-B
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Re: CoolColJ's test pics thread

Post by Zom-B » Mon Nov 08, 2010 2:42 am

I also follow this thread since the beginnings with pleasure! It gave me some deeper understanding of Indigo, with the time saving benefit that somebody else does the work :lol:

I'm quite interested how the new glass acceleration would affect your pool scenario!
If rendertime is a issue, I could offer my 6 Core as a slave connected via Hamachi...
Your scene files are simple regarding size, and output res seems to be small too!

Just PM me if interested.
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Re: CoolColJ's test pics thread

Post by Stromberg » Mon Nov 08, 2010 2:44 am

Zom-B: I was wondering the same about the glass acceleration my self :)

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CoolColJ
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Re: CoolColJ's test pics thread

Post by CoolColJ » Mon Nov 08, 2010 3:19 am

I noticed no difference in a short test :)

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CoolColJ
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Re: CoolColJ's test pics thread

Post by CoolColJ » Fri Jun 17, 2011 12:49 pm

V3.0.10 test

Bidirectional MLT - Large mutation probability 0.1, max change 0.015
settings made the caustics show up pretty fast, except the stuff on the underwater object is still slow
Glass acceleration on
im1308195892.jpg
Last edited by CoolColJ on Fri Jun 17, 2011 10:36 pm, edited 1 time in total.

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Re: CoolColJ's test pics thread

Post by Stromberg » Fri Jun 17, 2011 1:06 pm

Cool test, the caustics did coverage really fast.
Nice to see that real pool renders dosnt have to take a life time :)

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CoolColJ
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Re: CoolColJ's test pics thread

Post by CoolColJ » Fri Jun 17, 2011 1:12 pm

Stromberg wrote:Cool test, the caustics did coverage really fast.
Nice to see that real pool renders dosnt have to take a life time :)
The pool bottom caustics converged within 20 mins, but the ones on the displaced object are very slow.
Would take another 10 hours or more maybe :)

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dcm
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Re: CoolColJ's test pics thread

Post by dcm » Fri Jun 17, 2011 6:39 pm

waw

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Re: CoolColJ's test pics thread

Post by fused » Fri Jun 17, 2011 9:57 pm

nice :O

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Re: CoolColJ's test pics thread

Post by lycium » Sat Jun 18, 2011 12:35 am

CoolColJ, could we get that scene from you please? I still have the previous version you sent me, but this one shows good promise at the bottom of the pool and we'd like to look more closely at the issues on the displaced diffuse surface :)

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CoolColJ
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Re: CoolColJ's test pics thread

Post by CoolColJ » Sat Jun 18, 2011 11:26 am

lycium wrote:CoolColJ, could we get that scene from you please? I still have the previous version you sent me, but this one shows good promise at the bottom of the pool and we'd like to look more closely at the issues on the displaced diffuse surface :)

No problem. I'd like the displaced objects sorted too :)
They're actually Oren Nayar objects though

Here is a larger version, with scattering and dispersion in the water. I let this one render for a while... still not much progress on the object caustics....
im1308335767.jpg

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CoolColJ
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Re: CoolColJ's test pics thread

Post by CoolColJ » Fri Apr 27, 2012 7:36 pm

I think I have a bit of a breakthrough....

Cranked Max Consec. Rejections to 1 Million, and Max Change to 0.1 and I get something inbetween BPT and BMLT 8)
Yes that submerged dispalced object is getting lighted. The high max consecutive rejections is the key
im1335506880.jpg

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Re: CoolColJ's test pics thread

Post by Zom-B » Fri Apr 27, 2012 7:45 pm

missed your tests, keep them coming :)
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CoolColJ
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Re: CoolColJ's test pics thread

Post by CoolColJ » Sat Apr 28, 2012 10:07 pm

So I let this one render out a long time to test my theories - I hit over 50,000 SPP, but it's still not converged :shock:
I used the new sky system, even then with the sun lower in the sky the caustics take a long time to show.
MNCR is a million as above, with a max change of 0.05, Large Mutation prob. at 0.33.
im1335585646.jpg

Now I have another theory I'm testing out now, that seems to be working better - that being if Max change is fairly high like 0.02 (default is 0.01) then there is not much need for Large mutations ( which sorta act like random path tracing samples), so if I set Large Mutation prob. to a low value like 0.01, then I get Indigo's MLT to focus more on the caustics and difficult stuff... so they should converge much faster :D

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Re: CoolColJ's test pics thread

Post by Oscar J » Sat Apr 28, 2012 10:35 pm

Looking really realistic! Forgive me for asking a rookie question, but are you using a specular material on the water? Could you share any of your values?

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