Thats incrediable! I can't wait to try it!
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1.46.10 Simple Benchmark
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same here
1.46.10
1.46.12
i'd really be interested why the images differ so much... is there anything we gotta be aware? the brightness changes can't simply be a qmc thing, so which settings are expected to lead to different results with the new build? the fine highlights on the black teapot top are much less accurate as well - what could be causing this, probably the new light map (ooops, sorry - light cache of course) option "use light cache for glossy rays " (it's not checked anyway)? i'll do some test later stressing the new features.
best regards,
michael
edit:
a version with "Use light cache for glossy rays" checked:
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i guess we should be posting system specs too! otherwise whats the pointDave Buchhofer. // Vsaiwrk
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I'd really be interested why the images differ so much... is there anything we gotta be aware?Torgeir Holm | www.netronfilm.com
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dual 2.8 xeon HT-enabled on Asus PC-DL; 1 GB ram
new store glossy rays with lightcache option:
You can contact StudioGijs for 3D visualization and 3D modeling related services and on-site training.
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@egz - good point, i didn't consider that point when reading the changelog. so this part should be faster and more accurate
@dbuchhofer - specs are the same as on page one of the thread - Asus pch-dl, 2x3.54ghz xeon, 2gb ram - XP pro, SP2. i didn't mention it because i just wanted to show the version differences.
greetings,
michaelThis signature is only a temporary solution
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here's a slightly different test that shows the importance of using correct geometry when using things like SSS and refraction.
The regular teapot primitive is not a solid object, but is full of holes and intersections. This makes refraction effects render incorrectly, and may lead to artifacts. I closed all the holes in the teapots and rerendered the scene:
Original version:
Don't pay attention to rendertime differences. They are both rendered in the background while I did real work
Here's the modified max7 scene if anyone wants it: http://www.egz.com/vray/speed_test_solid.maxTorgeir Holm | www.netronfilm.com
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comparison with older build
hi guys.
i thought to let this scene render with the newest .15 build and
came across some differences how the new build handles sss.
is there anything we should know about?
which version is the 'correct' one?
i think it doesn't matter if the older one is rendered with open cap-holes, does it?
here are the pics:
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