Originally posted by glorybound
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Last edited by Muhammed_Hamed; 18-08-2020, 07:18 AM.
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Unfortunately this won't work if you use adaptive lights, as they produce artifacts in the GI pass.
Shame about the adaptive light thing; I for one have no idea when it will or won't work, until I notice it is broken - a bit 'suck it and see', which I don't like.
An example would be that my image renders in lighting speed with adaptive, then I have to do what Bobby is trying to do here and it breaks, meaning I have to revert and lose the speed increase.
I'm of the opinion it should still have the WIP attached to it.
Unless I am missing something of course, in which case I'd retract that, gladly
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Yeah, the adaptive lighting in NEXT seemed to have been half baked.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- ​Windows 11 Pro
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Well it's a bit weird really. It says that RawGI and Diffuse = GI
But in this test I did the normal GI pass (presumably the internally merged raw of Diff and GI) is fine and the diffuse is fine but the rawGI is showing the adaptive box artifacts.
Surely if they are essentially parts of the whole then they should split up properly.
I don't understand.
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I have used this plenty of times to do exactly what Bobby is doing here, without running into the bucket issues (mostly was product renders)
I thought Vlado fixed all the buckets issues at some point during Vray Next cycle..and rightfully so, I haven't seen them in a long while
will try with an interior scene tonight, and let you guys know how this goes
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I get the boxes often, so often I have to disable adaptive.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- ​Windows 11 Pro
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Originally posted by fixeighted View PostLiterally just tried it again now with the elements as discussed - just to check...blockiness in the raw gi pass but not in any others, including the regular gi pass, as attached.
They are also present when using wrappers for shadows, so def not gone.
Also note that you need the VRayDiffuseFilter element, not VRayRawDiffuseFilter (which was mentioned in the thread).Radoslav Platikanov | Chaos R&D
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Originally posted by fixeighted View PostAll I did was test what NeilG proposed on the first page of this post. He used the raw diffuse, although I tried with both raw and the standard diffuse. The result is the same as you can see attached.
Here's a setup that should work for raw GI and Lighting:
These are the formulas for deriving the raw elements:
Code:VRayRawGlobalIllumination = VRayGlobalIllumination / VRayDiffuseFilter VRayRawLighting = VRayLighting / VRayDiffuseFilter VRayRawReflection = VRayReflection / VRayReflectionFilter VRayRawRefraction = VRayRefraction / VRayRefractionFilter
Hmm...well after composing these passes those blocks disappear. This is confusing.
The block artifacts can be avoided easily by adding all the needed elements, or even deriving the elements manually in post using the above formulas.Radoslav Platikanov | Chaos R&D
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Thanks for that explanation.
I naturally thought that an element of a render is exactly that, one part of the calculation that is able to be separated out.
I didn't realise that in order to get that specific element that we needed literally to generate all the other elements which compose that element.
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Can you post a grab of exactly what elements you add?
I do have this working but I remain curious about it.
Basically, using the passes I attached above, based on your post, I get artifacts in the passes, which when composited all go away....so that's good. And it recreates the beauty and I can change stuff, as was the intention.
However, the fact that there were artifacts (I assume you got these too, using an adaptive dome) bugged me.
Radolslav says that they are there because I did not add the other passes, the regular GI and lighting.
So, when I do add these passes the RawGI pass comes out differently...coloured as the regular one - and there are no artifacts.
But if there is no difference in the end result then it seems the only reason to add those other passes is to make the artifacts go away.
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