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  • problem with photons

    my problem are these white splotches on the grey objects...



    my settings are:
    min/max: -3/0
    HSph.sub: 60
    Interp. sub: 30
    clr: 0.4
    nrm: 0.5
    dist: 0.1

    any ideas for the right settings?

    thanks for your ideas and help
    best regrads
    Pixelschmiede GmbH
    www.pixelschmiede.ch

  • #2
    Try lowering the treshhold values (dr/nrm). What are the photon settings?
    Maybe lowering the noise treshhold in the qmc rollout could also be an issue...


    marc

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    • #3
      Hi Manuel,

      Photons are never enough to fix problems in small areas like this, so you have two options:

      1- Hide the small objects that doesnt contribute much to GI, and calculate the photon map. This will allow you to use less photons (subdivisions) and get a better photon distribution,

      2- Increase the retrace treshold, you can see it effect doing a small test:
      with the photon map from file, change the first diffuse bounces to direct computation, with only 3 subd. then with AA at Fixed 1, press render. You will notice that near the corners, more visible at right side of the image, if you increaase the retrace threshold amount, some small white points will appear, and getting biger each time you increse this value, this means raytraced points to be able to get detail in small areas like this one.

      here is an example:




      Gonçalo

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      • #4
        Hello you two

        Just some further questions because the master of photons is speaking :

        As far as I understand the retrace treshold parameter, it just blends from photon to IMap in detailed areas. The higher the retrace treshhold the bigger the amount around the edges which will be done with Imap.

        You wrote: "..., this means raytraced points to be able to get detail in small areas like this one." What exactly is meant with that?

        In the past I tried to increase the retrace value just if I don't get enough photons to have a nice contribution. In fact I just used it to speed up my renderings, because I can lower the photon amount and get nice edges anyway.
        For a perfect result I would rather have increased the diff subdivis as increasing the retrace treshold.

        In your photon "tutorial" I saw that you set this value to 0. I thought that was done to receive a "only photon map" in the first pass (where you hide the small objects). Is there another reason?


        thanks in advice


        marc

        Comment


        • #5
          I ve set the retrace threshold value to 0.0 mainly because I didnt undertand the real effect of this until now!

          But yes it usualy slows the irradiance map a lot, and the retraced points are from the photons (I guess), irradiance map will take this points to store the samples, instead of looking for photons...

          Rizing the amount of subdivisions its a way to get a good solution for the edges, but also takes some more time to trace them, and the irradiance map will be a lot faster. For animations thats a good solution, even for stills if you want to have more than one image...

          I like to trace a lot of subdivisions because it will rize the dinamic range for reflections and refractions, it will work mostly like a HRDI base, but for interiors.

          The small objects can be hidded because they dont contribute much to GI, so you can have a cleaner solution to work with, with less subdivisions.

          Gonçalo

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          • #6
            Gonçalo,Vlado says in "a basic guide to photon map" "The Retrace threshold parameter controls what "near corners" means to VRay"
            Its mean that my scene is in centimetres and retrace threshold is 2,the retrace distance is 2 centimetres nears the cornes??
            I know is my scene is in centimetres and max density is 1,it means 1 centimetre,but with retrace threshold i dont know
            And Vlado says "computing GI with Monte Carlo methods instead of the photon map near corners"
            If retrace threshold is more than 0 the cornes are calculated by direct computation not irradiance map.Is this right?
            Very thanks master

            Comment


            • #7
              another technique???

              To Goncalo
              another technique???

              do u render now with direct computation in the first diffuse bounce and photons in the second??

              or do u use it (direct computation) only to make visible the retrace threshold value effects??

              bye and thank again TEACHER
              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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              • #8
                Hey please stop calling me those names My name is Gonçalo

                To Didjaja - I´m not sure about the correct answer to your first question, but I think that is units independent, so the best way to see its reall effect is with testing it with direct computation...

                "If retrace threshold is more than 0 the cornes are calculated by direct computation not irradiance map.Is this right?"
                Vlado is the one how knows vray, not me

                To Pengo - Yes, this image was only to see the effect, but you can use direct coputation in first diffuse bounces and photon map for second diffuse bounces too...

                Gonçalo

                Comment


                • #9
                  yes your name is goncalo but

                  yes your name is goncalo but you are our teacher

                  But do u use direct computation and photon for final image?

                  bye 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

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                  • #10
                    No, I use to change it for irradiance map

                    Gonçalo

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                    • #11
                      OK I stop me

                      thank u

                      OK I stop me!!

                      I don't ask to u more on it


                      ........................I can't resist but is it beter for rendering time to use treshold value or not and upper than 2 or only for some solution do u use non 0 value?

                      and with this question I really close

                      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

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                      • #12
                        Hi Gonçalo, i got another question that has buggin in my mind, in your "a basic guide to photon map" i found an ies sun system aligned with a direct target light, but the ies sun is off, is there any reason then to have it in the scene?

                        Thanks G!
                        Best Regards.

                        Jorge Zamudio.

                        Comment


                        • #13
                          Hey Gonçalo... just want to thank you for your patience
                          ...and your answers of course

                          cheers

                          marc

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                          • #14
                            TO oblivion

                            TO oblivion

                            I reply for him
                            I hope it doesn't offend him

                            He put it because he can put a direct light (that vray supports) in the same correct place of the sun at specific date and time and geographic location !!! So the lighting is more realistic
                            But if u are interested on using sunlight with vray directly u must search in this forum (with search function) goncalo eplained in old thread how to use it in conjunction with dreamscape

                            bye
                            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

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