A Living Room - reLOADED

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ViennaLinux
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A Living Room - reLOADED

Post by ViennaLinux » Thu Jul 26, 2007 11:20 am

I am new to Indigo and i sure you can help me with this questions.
The seen is lid by 1 sun OR by and HDRI Env map.

1) What are the best rendersettings for a fast noise clearness?

I tried hybrid and biDirectional and other combies.
To speed things up I now placed one big Plane outside my windows (spanning over both windows) and set it to exit portal. The normals are facing inside but i cant see any speed improvement.

2) Do exit portals have to close the room? because my plane is (lets say) 10 cm outside the "house".

I tried to make my LCD TV emit but it does not work.

3) What things do I have to set (I am using Blendigo) to achieve an emitter with texture?

I am using indigo 0.9 test 3 and the blendigo exporter for this version.
Would be nice getting some good answers.

ah another one:
I set 2 Materials to Al.nk (Aluminium) but then they look to bright somehow.

4) Can you controll the NK things or are they AS-IS ?
Attachments
im1185304287.png
Time elapsed 5h, 30m, 34s
Done 1867050000.00000 samples (3601.56250 samples per pixel)
Core2Duo @ 3.1 GHz
im1185304287.png (879.21 KiB) Viewed 4546 times
Last edited by ViennaLinux on Wed Dec 12, 2007 9:43 am, edited 1 time in total.

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Post by Sebastian » Thu Jul 26, 2007 11:21 am

Waaaaaaas ??? etz jast du's doch mit Indigo gerendert ??????

:shock: :shock: :shock: :shock: :lol: :lol: :lol: :lol:

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ViennaLinux
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Post by ViennaLinux » Thu Jul 26, 2007 11:33 am

I rendered it in Indigo because in Indigo I have to mess with time and not with setting up lights and area lights etc.

And you have to convert materials as you have to in YafAray.
So ... enough - no tracer battle etc. please stick to my first post :twisted:

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SmartDen
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Post by SmartDen » Thu Jul 26, 2007 7:39 pm

3) To achieve an emitter with texture you just have to do a mesh with UV texture and set Emt >0 in Shaders tab. That's all!
4) To get nice aluminium set exponent about 1000-5000, and 'Max num consec reject' must be higher 500

Good luck!

P.S. I like your point of view about Indigo!

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Re: A Living Room - my Indigo Playground

Post by Zom-B » Thu Jul 26, 2007 11:33 pm

Welcome to Indigo dude!

1) Try to use 2 planes, that fits exactly into both windows. The Speed improvements are not measured by Mutations per second, but my the noies clearing over time...

2) Yes they should be as near as possible to the wall, so its most effective.

4) The Exponent for NK materials controls the amount of glossiness, the higher the value the sharper the reflections become...
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ViennaLinux
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Post by ViennaLinux » Fri Jul 27, 2007 6:44 am

SmartDen wrote:3) To achieve an emitter with texture you just have to do a mesh with UV texture and set Emt >0 in Shaders tab. That's all!
Can it be a part of an object? Any material?
Because I modeled the TV as one object .. the frontal has an uv mapped image (Top Gear TV Screener) [it works as you can see].

When I know set it to emit 0.3 and press the "conv" button in blendigo it renders without showing my Top Gear Image. (and I am not sure if its emitting light)

And tell me another thing: What render setting should I use for this indoor scene? BiDirectional + Hyprid and MLT switched off?

Is it normal that I dont have caustics (because of weak indirect light?)

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Post by alex22 » Fri Jul 27, 2007 6:59 am

You need small emitters for small, sharp caustics. Put in a lamp or use sunlight. Also let a render longer.

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Post by suvakas » Fri Jul 27, 2007 7:48 am

ViennaLinux wrote: Can it be a part of an object? Any material?
There is no such thing as "emitter material" in indigo. So nope. It can't be a part of an object. Make the screen a separate model.

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ViennaLinux
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Post by ViennaLinux » Fri Jul 27, 2007 7:59 am

suvakas wrote:
ViennaLinux wrote: Can it be a part of an object? Any material?
There is no such thing as "emitter material" in indigo. So nope. It can't be a part of an object. Make the screen a separate model.
But in Blendigo 0.9t3 its in the material settings -- damn ...
Another thing - with exit portals --> nothing behind (geometry) is rendered right?
If yes .. if I set up a little bit outside my house in the garden .. would a mesh outside set to exit portal speed up anything?

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Post by Zom-B » Fri Jul 27, 2007 8:16 am

ViennaLinux wrote:Another thing - with exit portals --> nothing behind (geometry) is rendered right?
If yes .. if I set up a little bit outside my house in the garden .. would a mesh outside set to exit portal speed up anything?
Environment Lightning does a full 360° Ilumination on your scene,
rays that came from above hiting your roof get also emitted
(hopefully not calculated??!) by using a exit portal, the 360° illumitation gets massivly reduced,
so the rays get emittet there where the can hit something interestin.

By having a exit portal "box" opened at window position also many light gets emitted into other directions,
but it should be still better distributed than a in an normal light environment...



**all informations without guarantee of being 100% right**
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suvakas
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Post by suvakas » Fri Jul 27, 2007 8:37 am

ViennaLinux wrote: But in Blendigo 0.9t3 its in the material settings -- damn ...
Yeah, this is just a good and logical way to define an emitter in Blender or any other app. Indigo itself doesn't count emitter as a material. It's a special type of geometry.

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ViennaLinux
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Post by ViennaLinux » Fri Jul 27, 2007 9:50 am

okay emitters work but only without an albedo?!

If I set an image as albedo (doesnt matter if TGA, JPG or PNG) I end up with the following fatal errors:

Code: Select all

new_luminous_flux: 7000.00012
trying to load texture from '..\..\..\textures\extern\fernsehbilder\topgear-studio.jpg'...
couldn't open '..\..\..\textures\extern\fernsehbilder\topgear-studio.jpg' for reading.
couldn't open '..\..\..\textures\extern\fernsehbilder\topgear-studio.jpg' for reading.
SceneLoaderExcep: Failed to load texture '..\..\..\textures\extern\fernsehbilder\topgear-studio.jpg' (In element 'texture', around line 208274, column 9): Error loading texture file '..\..\..\textures\extern\fernsehbilder\topgear-studio.jpg'
Fatal Error: SceneLoaderExcep: Failed to load texture '..\..\..\textures\extern\fernsehbilder\topgear-studio.jpg' (In element 'texture', around line 208274, column 9): Error loading texture file '..\..\..\textures\extern\fernsehbilder\topgear-studio.jpg'
I thought its working in 0.9 test 3 ?

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ViennaLinux
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Post by ViennaLinux » Fri Jul 27, 2007 11:11 am

I "faked" it by setting the TV image to diffuse and transparent ...
then I placed an emitter plane behind (inside the TV).

I had to set the gain to 4000 to see it "emit". I am rendering at the moment
- still a lot of questions to be answered ;-)

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Post by ViennaLinux » Sat Jul 28, 2007 8:46 am

So here are my latest 2 versions (i hope its okay to spam images ;-)

The second one is lit up with a sun. The shadows on the floor are nice but I didnt like it.

The first one is lit up by a HDRI env-map. Its hard to find the right gain. Either the TV or the outside is to strong :-(
Does someone has a nice exterior HDRI map? can i fake a background by placing an image outside my "garden" ?

Why the hell are on my floor near the camera some artefacts?
C&C welcomed
Attachments
out.png
over 5500 samples/pixel
little bit tonemapped. SUN only
out.png (728.17 KiB) Viewed 4200 times
out.png
1h30m - little bit tonemapped.
too little DoF. wrong bumpmap on sofa.
out.png (908.67 KiB) Viewed 4200 times

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ViennaLinux
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Post by ViennaLinux » Wed Dec 12, 2007 9:36 am

Hi - to all of you
After a long break i am back to Blender and Indigo.

a) My world size seems to be wrong right? The sun cant be that small?!?
b) to what values do i have to set my emiter plane with the tv show running so i can see it "glow" ? 1000 Watts?
Attachments
out.jpg
sun too small?
out.jpg (161.61 KiB) Viewed 3602 times

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