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Thanks Vlado!
@ Peter,
That was the point I was trying to make. When people post how "easy" Fstorm is I was curious if that was that way if you view it as a beginner (which for RT I am). As opposed to quite a few here who have years of experience and go very deep into the analysis. It can been interesting to take a look from a different perspective to find out which parts are actually making it seem that way and whether it is worthwhile for Vlado and the team to take it onboard. Is it down to tonemapping? Or down to how noise gets cleaned? Or lack of menu's because it's still a very young piece of software? The way they handle Glare?
I actually turned the statistics off, right at the beginning when the geometry was loading (that Vlado highlights) because I find it ugly having to view the image with the text. Not realising that that also turned off the progress being shown. So for that part my conclusion would be whether it is possible to have that info placed somewhere else on screen to keep your actual image clean. Just my 2cent's. Something very small, but it does effect how "technical" the process gets shown by the renderer and something that also has an effect how people experience how "easy" it is.
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Originally posted by dean_dmoo View PostThat was the point I was trying to make. When people post how "easy" Fstorm is I was curious if that was that way if you view it as a beginner (which for RT I am).
it is possible to have that info placed somewhere else on screen to keep your actual image clean. Just my 2cent's. Something very small, but it does effect how "technical" the process gets shown by the renderer and something that also has an effect how people experience how "easy" it is.
Best regards,
VladoI only act like I know everything, Rogers.
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Never tried FStorm due to being on Maya (but I have used octane/corona etc..) but over this last year VRayRT has made huge leaps and bounds I must say. It went from being a novelty to something it is constantly used, no longer do I need a "draft settings" script so I could test materials, I just now fire up RT, tweak and tweak and it's great.
It looks like there is an illusion of these new renderers in that they seem more photorealistic but in reality it's because they are locked down, don't have as many features and just apply a really nice tonemapper and are optimised for small indoor scenes. I do like the unbiased lighting but I'm not sure how much of a discrepancy there is between using a Brute force workflow and some of these unbiased engines in a real world project....especially an exterior render.
I think if V-Ray got a modern filmic tonemapper and better integration of lens effects (subjective I know, but I can't get a nice result usually compared to arionfx or the like) there wouldn't be any difference apart from that you can do with more in V-Ray if you want the flexibility.
It reminds me of people using old proven full frame DSLR that are perfect for work yet Sony come out and release a mirror-less full frame camera changes the game and supposedly makes you a better photographer and people buy in ditching their perfectly good and sometimes better DSLR. In the end using a new renderer might be faster and better at particular things but it won't make you a better artist.Last edited by snivlem; 15-08-2016, 06:02 PM.Maya 2020/2022
Win 10x64
Vray 5
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Here is my take on fStorm and I have to say that I don't understand what all the fuss is about...
An overview of what I have done: I opened an old interior scene I had on my disk and converted it both for RT GPU and fStorm. For fStorm I disabled all the tone mapping, contrast, vignetting and stuff, because I wanted to see it's raw result. You can see both images in grey below, and you can see that fStorm has a little more contrast. It doesn't look better or more realistic, it doesn't look worse.
Granted, fStorm looks a bit cleaner for the same amount of time. Some artifacts on the ceiling next to the cutouts though.
With materials however, that's a different story. RT GPU looks much cleaner for the same amount of time (around 9mins for both). Also, something seems wrong with the materials in fStorm. I mean, the pillows look almost identical, but all the rest seems off. I am pretty sure that RT GPU would be way ahead with Light Cache as secondary ray, it was BF/BF in this case. Also, the Vray scene had two sided materials for the lamps
Also, interactivity is the same for both in RT mode. fStorm is not faster in that regard.
Greyshade:
RGB:
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Nice test. Can you check the gamma on your reflection maps? It looks like the fstorm render has either stronger or sharper reflections from the window (more contrasty reflection map maybe?) You can also see a gamma shift on the wallpaper behind the shelfes, and the bed cover. I assume these changes are the result of some gamma funk rather than the renderer settings ? (eg reflection bounces?)Patrick Macdonald
Lighting TD : http://reformstudios.com Developer of "Mission Control", the spreadsheet editor for 3ds Max http://reformstudios.com/mission-control-for-3ds-max/
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Originally posted by re:FORM View PostYou can also see a gamma shift on the wallpaper behind the shelfes, and the bed cover. I assume these changes are the result of some gamma funk rather than the renderer settings ? (eg reflection bounces?)
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Originally posted by kosso_olli View PostHere is my take on fStorm and I have to say that I don't understand what all the fuss is about...Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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That's kind of it though, Oliver disabled all the "tone mapping, contrast, vignetting and stuff" to make it more like a standard linear renderer (vray's default). Seems like the "photographicness" that people are liking about the default output of fstorm is all of this stuff which you can add in post if you want to, they're just assuming that a lot of it is the way fstorm is calculating it's lighting and shading instead of just colour correction bits after. Of course with me passing on all my renders to a comper I absolutely do NOT want any of this stuff on, but if you're looking for an image right out of the box it's closer to what would have come out of a dslr or film camera since both of them would have the tone mapping and canon / nikon "look" burnt into the image.
Might be worth expanding on your vray luts and doing a small video on how you'd achieve this in vray lele? Even something like making a set of presets that can get loaded into the globals button of the frame buffer to mimic fstorm's response?
If people want non linear images saved from the frame buffer and that suits their business model then why not let them have it
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Originally posted by joconnell View PostMight be worth expanding on your vray luts and doing a small video on how you'd achieve this in vray lele? Even something like making a set of presets that can get loaded into the globals button of the frame buffer to mimic fstorm's response?Kind Regards,
Morne
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i think that was the point, not to strip down and render and try to compare them with similar settings just as is out of the box, most people do not pass images on to anyone else to work on, well the ones i know anyway and just want the most realistic images possible and with the least amount of work so its what fstorm offers not comparing standard linear renders, and also i don't really think anyone is making a fuss about anything really, gpu rendering is not something alot of people are tackling right now anyway and is kind of new to alot of people, i can count the amount of people i know with a titan card and its about 1 and i know alot of people in my city and back home and they are all using vray and rendering so i think alot of people like myself learnt alot so far from this thread though. if very had say an option to do with fstorm does out of the box with gpu that would be really nice tooArchitectural and Product Visualization at MITVIZ
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Originally posted by mitviz View PostMost people do not pass images on to anyone else to work on, well the ones i know anyway and just want the most realistic images possible and with the least amount of work so its what fstorm offers not comparing standard linear renders.
It's just the issue with vray being a general purpose renderer - you won't find one set of defaults or workflow that'll suit every user or industries needs
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My attempts at figuring fStorm's internal CM out have proven fruitless (without CM active, i get seriously wonky LUTs out of it), while Vlado has made some inroad, apparently (see posts earlier).
Notice that the same method, used with V-Ray LWF and with fStorm's CMd output, produced valid LUTs, and only V-Ray's was identical to the control (ie. straight from the CMSPattern) one.
fStorms skewed it a wee bit with CM on, and killed it (again, just in my tests: Vlado managed something, going down another route.) when trying to render in LWF.
fStorm installs all its luts into the max root, under the LUT folder, so nothing stops people from loading those or, fearing copyright issues, reading the names and finding equivalent ones, but royalty free, online.
There is no such a thing as the Nikon or Canon look: people shoot the cleanest raw they possibly can, and choose cameras based on the inherent quality of their response, these days only differing between makers because of they way each goes about sensors, surely not because of a post tone operation :ie. maybe the primaries are slightly different in gamut shape, that's all. They ALL, unequivocally, aim at the closest possible RAW capture of light (AKA, in Rendering: LWF), and what stops them from achieving it is physics and technology (ie. it's a limit, not a choice.).
All the LUTs coming with fStorm are for old stock film, and the overwhelming majority has to be applied in Log space.
NONE works out of the box, and that's why they add a slider to blend them back: it's instagramming, and done wrong at that.
The fact one doesn't grasp what's going wrong (f.e. using a LUT on an image which doesn't reflect the CM the LUT was built upon, or applying a LUT in the wrong color space.) isn't cured by a blend slider, and it's genuinely not a behaviour I feel i can encourage (I scripted the LUT explorer begrudging the choice before even starting.).
If someone just once came up with actionable data, with a workflow showing the differences in a truly qualitative way ("I like this more" isn't quite cutting it. Nor is posting overcontrasted stuff with severely cut off GI, and calling it "real".), then maybe there could be a debate on what V-Ray ought to do better.
The ONLY thing so far of note is that V-Ray renders the correct lighting distribution, unerringly (like, say, Arnold, renderman, mental ray, Corona), while fStorm does not, repeatedly so, across all its releases so far (like, say, Octane, redshift, and most other GPU engines out there).
Now, that bit is exactly measurable, and if it was off, we'd have to fix it.
Or, we could tell you that it looks more photographic, turn glare on by default, and add the intensity the GI engine can't capture back as an overlay that way.
Notice this isn't a go at Karba: the guy's doing great, he's doing it alone, and I wouldn't know where to begin from at the same task.
It's expression of confusion at the priorities in people's minds, as i seem to gather from this thread, and others of similar tone: they mostly leave me at a loss for words, and even more so of productive ideas.
Luckily, me alone.Lele
Trouble Stirrer in RnD @ Chaos
----------------------
emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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As I wrote a few pages back, it's not about what experienced people get out of Fstorm, but what inexperienced or not technically oriented people get out of it. If you compare just raw global illumination light transport on completely linear render with gray clay material then you will get pretty much same result out of 90% of renderers out there.
Using Fstorm is PITA especially because instead of supporting native Max's features, it clones everything into it's own features that have just fraction of functionality and worse UI, but even despite that, many people seem to love it. They love it simply because they can just setup materials, setup lighting and get nice results out of the box. They don't need to dig into some obscure deep rollout to enable good looking material BRDF, they often don't even know it's there. They don't need to spend time tweaking glare solution that works in an odd way, explore dozens of buttons in VFB to find LUT loader. They just walk around their scene in 3D and snap pictures with virtual camera.
Again, I am not saying Fstorm is better than V-Ray. I myself find it very unappealing, especially the way it's implemented in Max, and also that it has just average performance compared to other GPU renderes. But at the same time I understand the appeal it has for other, regular users.
Oh... and glass For some reason, to this day, I still can't get good looking glass out of V-Ray, even despite having reflect on backside enabled. I have no idea why, but V-Ray is the only rendere I just can't get crisp looking glass material out of :/Last edited by LudvikKoutny; 16-08-2016, 06:36 AM.
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