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A small test with photon map

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  • #31
    1 is 1 generic unit since vray works with generic units

    Gonçalo

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    • #32
      thank u and excuse me for so much questions

      thank u and excuse me for so much questions



      bye and thanks

      soon I'll do an interior for a friend and I'll send u my result

      bye and thanks again

      great GONCALO
      Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

      https://www.facebook.com/essetreddi..../photos_albums

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      • #33
        Goncalo - how much system ram do you have? I am rendering the file with your settings and my 1 gig has been eaten up windows is using swap file. Wow. It's doing it now while tracing photons for vraylight02! I need more I think.

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        • #34
          I was talking to Gonçalo, well typing to, and he said that search distance should of been at 5 and max density at 1, this will make the memory usage much more managable, I am rendering it that way right now and it is holding at about 350 megs after calcing vraylight02, Also for others trying the file make sure to check new map for the pmap and to change the path for the auto save. after the pmap is calc'd and saved switch to the saved pmap and make sure to change the first bounce to imap and check "single frame" in the advanced settings.

          Gonçalo once again shows that he is the King of photons, nice work man!
          Eric Boer
          Dev

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          • #35
            Sorry for the mystake! and thanks Eric for the support

            You should change the max density to 1.0 and search dist to 5.0

            Gonçalo

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            • #36
              Goncalo thank you very much for posting the scene...

              You mentiond somthing about renedering the photon map only for the walls and then unhiding other stuff that will get illumnation and reflection like they should.

              is that after the photon map was made and before we switch to IR for the first diffuse ???

              can you please say what is the correct order of calculating all the maps for a camera walk in an architectural model with the sun fixed. i can't seem to get it right ( working with the notion of saving as much time as possible )

              hope i'm not asking too much

              thank you again
              regards,
              bakbek.
              sigpic

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              • #37
                POOR GONCALO.....

                POOR GONCALO.....

                now he must help all the users with this kind of explanation!!


                Now I understand why someone doesn't reply to some request of explanation

                THANKS GONCALO FOR THE SUPPORT

                Maybe is better a tutorial then a single help to all (is only a my opinion not a request)

                thanks again
                :P
                Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

                https://www.facebook.com/essetreddi..../photos_albums

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                • #38
                  Originally posted by bakbek
                  Goncalo thank you very much for posting the scene...

                  You mentiond somthing about renedering the photon map only for the walls and then unhiding other stuff that will get illumnation and reflection like they should.

                  is that after the photon map was made and before we switch to IR for the first diffuse ???

                  can you please say what is the correct order of calculating all the maps for a camera walk in an architectural model with the sun fixed. i can't seem to get it right ( working with the notion of saving as much time as possible )

                  hope i'm not asking too much

                  thank you again
                  regards,
                  bakbek.
                  Better start with photon map for first and second diffuse bounces:

                  1-Hide all the small objects in the scene in order to get the best light solution for each light;

                  2-Make sure you have reflections/refractions off in global switches;

                  3-Find for each light the amount of subdivisions that are good enough to get a good distribution of the light;

                  4-With the all lights on, calculate the photon map only with the convert to irradiance map checked;

                  5- With the saved photon map stored from file, change the first diffuce bounces to irradiance map, unhide all the small object and check reflections/refractions on;

                  6- Calculate the irradiance map....

                  Now you can do whatever you want, it works very well and its a good solution since it gives you the capability to work with a very high dinamic range image of your scene, thats why you can get very nice glasses due to the fact that it produces natural caustics.

                  Gonçalo

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                  • #39
                    Thank u very much for your time Goncalo... i'll sure implement this steps

                    Thanks again.
                    Bakbek.
                    sigpic

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                    • #40
                      first of all thank u for the explanation

                      first of all thank u for the clear explanation

                      second how many time is the rendering time faster than the irradiance map solution directly?

                      your room in irradiance map rpocessing how many time request to be calculated respect this new special technique?

                      bye and thanks again
                      Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

                      https://www.facebook.com/essetreddi..../photos_albums

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                      • #41
                        Just make a test without photon map and look for the results...

                        Four minuts for the first irradiance map, 30s/frame with incremental add every 10 frames, and finaly with aa tooked 30 seconds each frame...400 frames.

                        Irradiance map settings -3,1
                        Hemisphere subdivisions 50
                        interpolations 20
                        Clr treshold 0.3
                        Nrm treshold 0.3
                        Dist treshold 0.1

                        QMC sampler

                        Early termination amount 0.7
                        noise threshold 0.001

                        Gonçalo

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                        • #42
                          goncalo....i am soooo tempted to just give you my scene to setup for rendering

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                          • #43
                            Yeah, Gonçalo's Photon Service!
                            Eric Boer
                            Dev

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                            • #44
                              yeah...Goncalo could start making some money setting up lighting/photons for arch viz people..so it would go:

                              client --> architect --> archviz guy --> goncalo and back through that chain

                              paul.

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                              • #45
                                LOL

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