WIPs: CTZn
Re: WIPs: CTZn
Ahw, very unimpressive from me !
I was unable to tune the render, because of the far too extreme RAM usage in this case.
That was done using the upresFluid node from the SOuP tools suite for Maya, adding wavelets and stuff: http://www.soup-dev.com/examples2_1.htm
Thanks a lot Zom-B, and again sorry about the poor result...
I may change the code in order to instance one single sphere, while this would allow great rendering performance (I would expect) the export time may jump up some lots (and file size quite a lot).
I was unable to tune the render, because of the far too extreme RAM usage in this case.
That was done using the upresFluid node from the SOuP tools suite for Maya, adding wavelets and stuff: http://www.soup-dev.com/examples2_1.htm
Thanks a lot Zom-B, and again sorry about the poor result...
I may change the code in order to instance one single sphere, while this would allow great rendering performance (I would expect) the export time may jump up some lots (and file size quite a lot).
obsolete asset
Re: WIPs: CTZn
teaser, have fun ;P
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Re: WIPs: CTZn
Iv rendered the volume backlit but there are lots of fireflies in the volume:
Ono, have you seen this type of fireflies before?Re: WIPs: CTZn
ior: that's a job for supersampling; keep in mind that there are millions of small volumes composing the shape. I have greatly improved fluids export performance yesterday by getting all densities at once out of the main loop, I found the lookup index formula over the web
Zom-B: yes ^^ traced aperture was a bit of an overkill; I could not implement the Indigo Scatter in MtI without UIDs though, a bit disappointed. The terrain is 1km square and under 5 millions polygons, there is room for larger sets. The camera is less than 2m above the foreground.
Zom-B: yes ^^ traced aperture was a bit of an overkill; I could not implement the Indigo Scatter in MtI without UIDs though, a bit disappointed. The terrain is 1km square and under 5 millions polygons, there is room for larger sets. The camera is less than 2m above the foreground.
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Re: WIPs: CTZn
Iv put supersampling 10 and that worked well
- Oscar J
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Re: WIPs: CTZn
10???
Re: WIPs: CTZn
Yes, 10 is the maximum you can get on indigo gui. I get only maximum 6 when exporting from maya.
Re: WIPs: CTZn
level 10 is overkil: that's using 100 pixels internally (10x10) to forge one into the final image... Indigo rendered a 9350x7480 image for this result ! 3 would have worked decently (9px to 1), 5 would have been pretty fine already (25px to 1, default is 2 - 4px to 1).
That's one way to use RAM
That's one way to use RAM
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Re: WIPs: CTZn
Progresses with IGQ launching.
On the terrain, I can bake an elevation map ISL shader plugged as emission with an orthographic camera and use this as emission map for regular particles instances in Maya.
On the terrain, I can bake an elevation map ISL shader plugged as emission with an orthographic camera and use this as emission map for regular particles instances in Maya.
obsolete asset
Re: WIPs: CTZn
Nevertheless its a super effective way to kill Fireflies! Having 32GB of RAMCTZn wrote:level 10 is overkill: that's using 100 pixels internally (10x10) to forge one into the final image... Indigo rendered a 9350x7480 image for this result ! 3 would have worked decently (9px to 1), 5 would have been pretty fine already (25px to 1, default is 2 - 4px to 1).
That's one way to use RAM
results in such extreme settings, but you don't want to save the IGI here for sure
polygonmanufaktur.de
Re: WIPs: CTZn
Thanks. This piece of code is so close... !! Emotionant... (still not enough polygons, so not finished; no more room sorry).
Is for a study serie, first impressions.
Is for a study serie, first impressions.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
- Oscar J
- Posts: 2204
- Joined: Sat Mar 31, 2012 3:47 am
- Location: Gothenburg, Sweden
- 3D Software: Blender
Re: WIPs: CTZn
Epic!
Re: WIPs: CTZn
Cool, you did the right thing yonosoy !
edit: by the way if you want to spread vegetation using an Indigo Scatter (or several) I can help with the distribution code.
edit: by the way if you want to spread vegetation using an Indigo Scatter (or several) I can help with the distribution code.
obsolete asset
Re: WIPs: CTZn
This new decant our actual workflow. This is the way.
Thanks.
Thanks.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."
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