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  • #16
    Thank you. I thought it's me who can't use this new approach.

    If you like, you could short test the presets. But I had no luck yet, only I can choose between slow or noisy.
    www.simulacrum.de ... visualization for designer and architects

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    • #17
      Originally posted by Micha View Post
      If you like, you could short test the presets. But I had no luck yet, only I can choose between slow or noisy.
      You mean the Quality presets (under Renderer > Quality)? If so, I'm currently using the High Quality Option. But I'd gladly test the other ones.
      Any other setup ideas, in order to make the image more realistic(lifelike)?
      On a side note: Guess I didn't really manage to motivate the others to take part in this. But let's wait and see. I really believe, that together we could clean this up and create a nice interior setup for the new V-Ray.
      Helldoor Visual Studio

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      • #18
        It's an interesting journey and we can learn on it.

        It's not easy to motivate the others, the forum was a long time not really lively. Some power users are lost. Others have a lot of work. We need to grow up again. But the current responsibility of the chaosgroup doesn't help.
        www.simulacrum.de ... visualization for designer and architects

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        • #19
          I am in!

          I'm trying to work with brute force and light cache.

          render an interior in a reasonable time is really a mess ...

          The final quality is certainly superior to the other systems, but in a business perspective, or you have a high number of available cores or it is not easily manageable.

          the only way to have a fast render is putting rectangular light at the windows, using only that for lighting the scene.

          dome light + hdri is a tragedy... sun and sky a is not a lot different...

          For me the problem is the management of the global illumination ... if you look at the noise in the render elements, the gi pass is difficult to clean up...

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          • #20
            Nice to also have you on board, Grigio!

            Originally posted by Grigio18 View Post
            The final quality is certainly superior to the other systems, but in a business perspective, or you have a high number of available cores or it is not easily manageable.
            What makes BF + LC superior to IM + LC? Also, from what you say, it sounds, as if BF + LC would need render farm?
            Helldoor Visual Studio

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            • #21
              Some more test results:

              _ Noise Limit Detail Test | 0,01 vs 0,002 [Engine: IM + LC / Render Output: 1360x1360 - region rendered out of a 4000x2826 rend]

              Click image for larger version

Name:	170327_Kitchen_Noise 001.jpg
Views:	1
Size:	499.2 KB
ID:	867212 | Noise Limit: 0,01 [Quality Preset: High] : 01:21 h
              Click image for larger version

Name:	170327_Kitchen_Noise 0002.jpg
Views:	1
Size:	499.8 KB
ID:	867213 | Noise Limit: 0,002 [Quality Preset: High] : 05:00 h

              I don't see a difference in the both pics other than the render times. These however make the decision vey easy - at least for such an interior - 0,01 is pretty fine.

              _ Noise Limit Test | 0,01 vs 0,05 [Engine: IM + LC / Render Output: 1600x1130]

              Click image for larger version

Name:	170328_Kitchen_Noise 005.jpg
Views:	1
Size:	493.0 KB
ID:	867227 | Noise Limit: 0,05 [Quality Preset: High / Denoiser: OFF] : 00:36 h
              Click image for larger version

Name:	170328_Kitchen_Noise 005 denoiser.jpg
Views:	1
Size:	486.3 KB
ID:	867228 | Noise Limit: 0,05 [Quality Preset: High / Denoiser: ON] : 00:37 h
              Click image for larger version

Name:	170328_Kitchen_Noise 001.jpg
Views:	3
Size:	492.3 KB
ID:	867229 | Noise Limit: 0,01 [Quality Preset: High / Denoiser: OFF] : 00:59 h

              Well, a Noise Limit value of 0,05 is a bit too low for such an interior, regardless of using a Denoiser. If the deadline approaches, maybe go for 0,02 (+Denoiser).
              Last edited by Helldoor; 28-03-2017, 08:11 AM.
              Helldoor Visual Studio

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              • #22
                BF makes no visual shortcuts in calculation, it's very correct, only there could be some fine noise, no splotches. Every point at the image is rendered with random shot samples.

                Irradiance map is calculated every few pixels only, if the scene allow it within the set parameters. There can be a lot of undersampling and interpolation.
                www.simulacrum.de ... visualization for designer and architects

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                • #23
                  I have seen your last test result now. I can't see any difference. You could test above 0.01. I played with VfR3 today and was testing between 0.01 and 0.05. Noise limit 0.05 was ok with denoiser enabled.
                  www.simulacrum.de ... visualization for designer and architects

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                  • #24
                    Quality Presets

                    _ Renderer > Quality Presets Test | Draft vs Low vs Medium vs High vs Very High [Engine: IM + LC / Render Output: 1600x1130]

                    The Quality Presets are quite nice, imo. They cover a bright range of outcomes, needed for renderings - from a very quick preview to a balanced quality/render time to a good quality endrender.

                    Click image for larger version

Name:	01_Draft.jpg
Views:	1
Size:	489.6 KB
ID:	867214 | 01 _ Draft [Noise: 0,4 / IM | Mina/Max: -3/-3; Subdivs:30; Interpolation:20 / LC | Subdivs:500; Sample Size 0,05] : 00:02 h
                    Click image for larger version

Name:	02_Low.jpg
Views:	1
Size:	493.3 KB
ID:	867215 | 02 _ Low [Noise: 0,1 / IM | Mina/Max: -3/-2; Subdivs:40; Interpolation:20 / LC | Subdivs:750; Sample Size 0,04] : 00:06 h
                    Click image for larger version

Name:	03_Medium.jpg
Views:	1
Size:	494.6 KB
ID:	867216 | 03 _ Medium [Noise: 0,05 / IM | Mina/Max: -3/-1; Subdivs:50; Interpolation:30 / LC | Subdivs:1000; Sample Size 0,03] : 00:19 h
                    Click image for larger version

Name:	04_High.jpg
Views:	3
Size:	492.3 KB
ID:	867217 | 04 _ High [Noise: 0,01 / IM | Mina/Max: -3/-1; Subdivs:70; Interpolation:40 / LC | Subdivs:1500; Sample Size 0,02] : 00:59 h
                    Click image for larger version

Name:	05_Very High.jpg
Views:	1
Size:	492.0 KB
ID:	867225 | 05 _ Very High [Noise: 0,005 / IM | Mina/Max: -3/0; Subdivs:90; Interpolation:50 / LC | Subdivs:2000; Sample Size 0,01] : 05:34 h
                    Last edited by Helldoor; 28-03-2017, 06:28 AM.
                    Helldoor Visual Studio

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                    • #25
                      Originally posted by Micha View Post
                      I have seen your last test result now. I can't see any difference. You could test above 0.01. I played with VfR3 today and was testing between 0.01 and 0.05. Noise limit 0.05 was ok with denoiser enabled.
                      Where do you enable the denoiser?
                      Helldoor Visual Studio

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                      • #26
                        It depends on how many hours you have available to render...

                        In my daily work i can't wait 10 or more hours for a final render to be done.

                        My actual configuration is: 1 master pc with i7 4790 + a node with i7 3820 oc at 4,5 ghz.

                        It depends on how many hours you have available to render

                        in scenes with difficult lighting, especially with a lot of indirect light and shadow areas, the render time rises up to 8 hours for a 4k image i can't wait so long...

                        looking at your renders , maybe you should decrease bump intensity, in the table wood and in the parquet.

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                        • #27
                          Originally posted by Helldoor View Post
                          Where do you enable the denoiser?
                          Render elements. You get a new output channel at the frame buffer with a denoised version. So, you could stick at medium or high quality.

                          I would try High quality, but with IM -3/-2 and interpolation 30. Light splotches will not be visible at all the wood textures.
                          www.simulacrum.de ... visualization for designer and architects

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                          • #28
                            Originally posted by Grigio18 View Post
                            looking at your renders , maybe you should decrease bump intensity, in the table wood and in the parquet.
                            After seeing the bump level in the region rends I also thought the same, left it however as it is, for the sake of comparing two 100% same images. But I'd definitely have to lower some values.

                            And in general - what are your insider/know how tipps about Interior Setup and Do's/Don'ts?

                            Originally posted by Micha View Post
                            I would try High quality, but with IM -3/-2 and interpolation 30. Light splotches will not be visible at all the wood textures.
                            Found the denoiser, thanks. I now try using Very High Quality. It takes forever, but I'll wait till the end, so that we have a full list of the Quality Presets. Your custom High Q is next.
                            One more question - for the posters I have a 5mm glass plate with clear glass material on it. This doesn't really reflect a lot, on the other hand, nobody really wants very reflective glass on his frames... What'd you do?

                            Ah, and a last one: What AA-filter and Optimizations would you recommend? As I already wrote somewhere - all pics here are rendered with Lanczos (Size 2). I find Catmull Rom for Exteriors pretty nice, not sure about Interiors though...
                            Last edited by Helldoor; 28-03-2017, 02:52 AM.
                            Helldoor Visual Studio

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                            • #29
                              Try to keep max trace depth low as possible. Often I render at depth 1 here.

                              For the posters I would add a glossy layer to the poster material. If there is not enough gloss effect than try higher fresnel frontal (wrong named "parallel") color default 0 -> 10. You need to disable fresnel and add an own fresnel texture at the reflection slot.

                              Fresnel frontal color means 0 reflection if you look perpendicular on the surface. In the real world you can see reflections in plastic if you look on it. So, a higher value should be more realistic.
                              Attached Files
                              www.simulacrum.de ... visualization for designer and architects

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                              • #30
                                Awesome, thanks. I'll try that later.

                                PS_The quality presets above are now complete.
                                Last edited by Helldoor; 28-03-2017, 06:31 AM.
                                Helldoor Visual Studio

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