Flipside or Vlado if either of you could post your lightmap settings I know I would appreciate it. I have not gotten lightmap to be anything but very slow.
excuse me VLADO maybe (surely) mine is a stupid question but…
Why u did a gi calculation of white solution first of all?
to mix with the gi solution with final materials applied to get brighter results and desaturate results?
has something to do with imap viewer mixing the 2 gi solutions (the first with white materials and the second with all amterials applied)?
or to test simply the scene to see better the artifacts?
or to test simply the scene to see better the artifacts?This is the one reason. The other is that I wanted to adjust the lighting first, and it’s easier (and faster) without all the glossies and bitmaps getting in the way.
Vlado, if I set lightmap to screen, will it be the exactly the same for a 800*600 or 1600*1200 image? or are there other things that influence the LM result?
vlado: what rgb values has the white material used in the white solution?(200,200,200)
Vlado, if I set lightmap to screen, will it be the exactly the same for a 800*600 or 1600*1200 image?Yes. It will be the same if you set it to world scale too.
So in example 1 I used less subdivs for LM, LM went faster but IR map slower. Results of GI quality look the same, except under the curtains. Probabely using 2000 subdivs without any filtering will work best, need to test that too maybe.
When using adaptive QMC as image sampler, you need to use high subdivs for glossies, which influences rendertime much less than with adaptive subdivision. If you use ad subdivision, lower all glossies to 10 and subdivs for area light also, otherwise it’ll take forever to render!
My initial test with qmc in second bounce were 3H rendertime, and glossies were worse and GI looked terrible… So this is a pleasing result for me.
Nice tests Wouter. So it seems that for these type of scenes adaptive qmc is the way to go. (that’s also in the manual, but it is good to see a real example)
Side note: the first image shows clearly why I dislike HSV colormapping so much. Parts that ought to be white become fully saturated. Exponential corrects this with the disadvantage of desaturating the whole scene. I like the linear version the most, despite the blown out area. It feels more natural.
P.S. to Vlado: wouldn’t it be possible to make a color mapping mode that preserves saturation in not blown out area’s, or would that look weird. It just seems that neither of the current color mapping modes can adjust the image to what a human eye would see