WIPs: CTZn

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Sun Sep 15, 2013 12:41 am

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).
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Sun Oct 27, 2013 2:01 am

teaser, have fun ;P
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Re: WIPs: CTZn

Post by ior » Tue Oct 29, 2013 11:58 am

Iv rendered the volume backlit but there are lots of fireflies in the volume:
flame_Fluid_HR.60.1.jpg
Ono, have you seen this type of fireflies before?

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Re: WIPs: CTZn

Post by Zom-B » Tue Oct 29, 2013 12:04 pm

CTZn wrote:teaser, have fun ;P
I rendered this one:
globe_canyonsHR_at dawn.jpg
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Tue Oct 29, 2013 10:41 pm

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 :mrgreen:

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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ior
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Re: WIPs: CTZn

Post by ior » Thu Oct 31, 2013 7:22 am

Iv put supersampling 10 and that worked well
flame_Fluid_HR.60.2.jpg

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Oscar J
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Re: WIPs: CTZn

Post by Oscar J » Thu Oct 31, 2013 11:39 am

10???

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Re: WIPs: CTZn

Post by ior » Thu Oct 31, 2013 2:32 pm

Yes, 10 is the maximum you can get on indigo gui. I get only maximum 6 when exporting from maya.

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Thu Oct 31, 2013 11:34 pm

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 :D
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CTZn
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Re: WIPs: CTZn

Post by CTZn » Fri Nov 01, 2013 12:32 am

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.
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Re: WIPs: CTZn

Post by Zom-B » Fri Nov 01, 2013 12:43 am

CTZn 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 :D
Nevertheless its a super effective way to kill Fireflies! Having 32GB of RAM
results in such extreme settings, but you don't want to save the IGI here for sure :?
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yonosoy
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Re: WIPs: CTZn

Post by yonosoy » Sun Nov 10, 2013 3:41 pm

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.
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CTZn's_canyons_02.jpg
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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Re: WIPs: CTZn

Post by Oscar J » Sun Nov 10, 2013 8:42 pm

Epic!

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CTZn
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Re: WIPs: CTZn

Post by CTZn » Mon Nov 11, 2013 2:09 am

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.
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Re: WIPs: CTZn

Post by yonosoy » Mon Nov 11, 2013 8:10 am

This new decant our actual workflow. This is the way.
Thanks.
"... nor 0.2 galaxys, nor 0.8 little chikens ..."

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