View Full Version : brazil :(
http://www.kayzu.com/brazil.jpg
how could i increase the quality of this picture :(
min 0
max 3
gi
min 0
max 3
rendertime : 54min
with a p4 2,6 1gb ddr
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PiXeL_MoNKeY
11-08-2003, 09:03 PM
There are a couple of things you can do.
#1 I would lower your gi rate to -3/0 and then raise to get rid of any noise. I would never use a gi rate with a positive max value.
#2 increase your view rate to add more gi samples to the image.
Ian Jones
11-08-2003, 10:05 PM
Lower then raise? what?
PiXeL_MoNKeY
11-08-2003, 11:16 PM
I would start at -3/0 and then raise the minimum shade rate to remove splotchiness. The noise in his image is probably caused by a low view rate.
thx but my english is not that good ;)
where is the setting to higher the shade rate ?
or view rate
is there no solution with which i could get the best quality ?
i would render this then on monday when im at work :surprised
on which picture could i find that settings ? :surprised
www.kayzu.com/braZil/01.jpg
www.kayzu.com/braZil/02.jpg
www.kayzu.com/braZil/03.jpg
www.kayzu.com/braZil/04.jpg
www.kayzu.com/braZil/05.jpg
www.kayzu.com/braZil/06.jpg
www.kayzu.com/braZil/07.jpg
www.kayzu.com/braZil/08.jpg
www.kayzu.com/braZil/09.jpg
www.kayzu.com/braZil/10.jpg
THX :rolleyes: :rolleyes:
i am rendering now at
0/3
-4/0
view rate 75 :surprised ( view rate was 15 )
lets take a look in a few houres :eek:
so :rolleyes:
http://www.kayzu.com/cu2.jpg
Genko3D
11-10-2003, 02:25 PM
very well done. u're da greatest
sorry that you are bored ..
whats the rendertime for this latest image? For these scenes it would be a lot faster to use occlusion, dont know if there is an occlusion shader for brazil yet, if not ask the splutterfish guys for it, they should be able to write one pretty quick.
soulburn3d
11-18-2003, 05:05 AM
Originally posted by wurp
whats the rendertime for this latest image? For these scenes it would be a lot faster to use occlusion, dont know if there is an occlusion shader for brazil yet, if not ask the splutterfish guys for it, they should be able to write one pretty quick.
If you mean ambient occlusion, that's done using skylight, and you don't need to write a special shader for that, it's a light source instead
- Neil
Originally posted by soulburn3d
If you mean ambient occlusion, that's done using skylight, and you don't need to write a special shader for that, it's a light source instead
- Neil
the ambient part of the ambient occlusion comes in when you composite the occlusion pass together with the ambient and the diffuse pass, the straight out pass is simply called an occlusion pass.
anyway, how well does skylight work for indoor scenes? occlusion is not exactly the same as skylight, an occlusion shader that uses raytracing will base the brightness of a given point based on the distance to other objects which uses the same shader, skylight will simply illuminate the entire scene from a giant dome that surrounds the entire scene, so if you have an indoor scene without windows the inside would be black right? I dont use brazil myself, but this is the way id expect it to work.
soulburn3d
11-18-2003, 05:50 AM
Ah, the problem with different terms meaning different things in different software :) Sorry for the length.
As you said, an occlusion pass is some indication of how occluded a point is by other objects around it.
Occlusion is generally rendered out as a seperate pass at the larger shops, and modified either by a domelight color pass, or even in some cases by a normal pass and a color pass (if you want to affect the color of your light hitting a point on your object in the comp or in a shader without having to rerender your normal pass.)
In brazil and many other packages, this is all handled in a single step, like skylight, which is a light source that comes from a sphere around your scene, and is automatically modified by an occlusion pass it generates on the fly. Or you can render out seperate passes and then composite the result together post process if you'd like (this has some limitations, like occlusion not rendering properly in reflecting objects, etc).
What you're talking about is a more generalized occlusion pass, or accessibility pass (a new term my roommate just gave me), where rays that go past a certain threshhold assume they are totally accessible, and hence return a full value, even if somewhere beyond that threshhold another object does occlude the point. This would be the case of a completely indoor scene, it would give you occlusion even though no outside light would enter into the room.
However, the question is what would those values really represent in the real world? In general, if you have a totally enclosed space, you'd want to have some lights in there, and if you use area shadows and/or GI, you'd get a far more realstic result than using a regular light and rendring out an occlusion pass.
However, I can see for some stylized results, an occlusion pass with control over cutoff distance could be useful, and so yes, you'd have to do that in a custom shader, which could be written for brazil. However, if you're looking for ambient occlusion from a sphere, you'd use skylight, or generally use skylight and GI or photon maps to achieve the "light coming through the window" effect.
So depending on exactly what you're after, chances are you won't need a custom shader.
- Neil
k-zu
could you post this scene? I would like to test render times with max6 mental ray and vray compare to your rendertimes in brazil.
Genko3D
11-28-2003, 10:54 AM
why? can't you create your own, lukx?
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