View Full Version : fast occlusion
donvlatko 12-15-2004, 12:32 PM what is the best and fastes way to make a occlusion map?
I did it in Renderman but it need age to make it.
Is Turtle solution our MentalRay our something else?
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slipknot66
12-15-2004, 12:42 PM
I think the dirtmap is a good and fast solution, but some ppl say that the mi sss simple occlusion is faster than dirtmap. I did some tests with dirtmap, and i think its really fast, i rendered an occlusion pass of an image i was working, and it took me 27 minutes at 1280x1024, but i think it could be faster, the problem is that im using a slow computer now, an athlon xp1.2 with 512mb which is nothing to work with Maya and mentalray.:)
minos365
12-15-2004, 02:27 PM
i use it in a large scene,
it about 400,000 polygon 100 objects,it very very slow,it render 1080*600 for 1 hour
neutronic
12-15-2004, 02:36 PM
donno what are you speaking about... dirtmap and misss_simple_occ.. are really the same shader.. how many ways do you know to make a probing occlusion in mentalray ????
the one I use for myself is the occlusion generated from fg like in the francescaluce's ctrl_irradiance.. it allows only passes but it support occlusion cache(fg map) for animations. :)
/n
slipknot66
12-15-2004, 02:44 PM
dirtmap and misss_simple_occ.. are really the same shader..
/n mm.. im not sure, the idea yes, but ive been reading that this mi sss shader has some different implementations?!:shrug: I did some tests with this mi sss simple occlusion, i didnt like it the results, but that does not mean it is not good, i think its just me, im sure i was doing something wrong..lol
neutronic
12-15-2004, 02:53 PM
I did some tests with this mi sss simple occlusion, i didnt like it the results, but that does not mean it is not good man, you don't understand.. the results are the same !!
maybe they're tweaked with a colorcorrection node or whatever, but they're basically the same.
/n
Hirni_NG
12-15-2004, 03:22 PM
the one I use for myself is the occlusion generated from fg like in the francescaluce's ctrl_irradiance.. it allows only passes but it support occlusion cache(fg map) for animations. :)
/n
Yes, ctrl_irradiance is really useful in many areas concerning FG.
I also use a simple technique to get an occlusion pass. I create a lambert shader with color rgb (1.25,1.25,1.25) and assign it to every object (no light in the scene, default light off) Then I use the Image Based Lighting option, set type to texture and set the texture color to white. Turn Final Gather on and tune the FG options, mainly Max Radius.
The setup is done in a few seconds and it takes advantage of all the final gather optimizations...
donvlatko
12-15-2004, 05:19 PM
wow how many replys in such a short time:)so cool
I am curently playing with Turtle and I must say it's slow.The bake occlusion is fast. Is the bake solution our not?
Also I speed definatly depend on how big and complex scene is. Renderman is fast but I need faster solution, does anyone want.
Hirni_NG you techniq sound cool, could post some sample photos?
Hirni_NG
12-15-2004, 08:04 PM
Hirni_NG you techniq sound cool, could post some sample photos? Sure:
There are still FG artefacts where high frequencies occur in this pic, I rendered it with preview final gather parameters (a little bit of tuning is required).
I havent done tests on how physical correct this method is compared to the other shaders, but it is usable. Especially in animation I get far less grainy occlusion passes.
Rendered in 1.16 min on a 1Ghz AMD. Dirtmap with 128 rays is probably the same speed.
http://www.vi-motion.de/latlong_Tutorial/occ.jpg
protohiro
12-15-2004, 10:42 PM
Have you tried the tolight shaders (http://www.thereisnoluck.com/tolight_main.htm)? I use them all the time and I really have good luck with them. It includes a reflection occlusion node which I could not live without. And it outputs bent normals (which an FG fake won't do). Its fast enough and I find that for my purposes a little bit of noise from low sample rates is ok.
slipknot66
12-15-2004, 11:11 PM
Have you tried the tolight shaders (http://www.thereisnoluck.com/tolight_main.htm)? I use them all the time and I really have good luck with them. It includes a reflection occlusion node which I could not live without. And it outputs bent normals (which an FG fake won't do). Its fast enough and I find that for my purposes a little bit of noise from low sample rates is ok.
Thanks man, i was trying to find that website, i remember that there was a nice ocean shader there:thumbsup:
donvlatko
12-16-2004, 09:17 AM
this tolight shaders (http://www.thereisnoluck.com/tolight_main.htm) look like a intresting stuff I will test it.
Last night I was paying with simple occlusion map and I must say it too much slow and results are bad.
Dirtmap is very fast and maybe it's best solution around. I have plug my dirtmap in ambient color, is that a best way?
Puppet|
12-16-2004, 10:39 AM
Also you may try gg_ambient_occlusion from mrClasses, it is like some faster than dirtmap shader.
bjoern
12-16-2004, 10:58 AM
gg_ambient_occlusion, what's that? Where can i get this shader?
donvlatko
12-16-2004, 11:14 AM
yea what kind a shader is that, I am curios too
Pixero
12-16-2004, 11:32 AM
gg = Gonzalo Garramuno.
The source code to his mr_classes is on www.sourceforge.net (http://www.sourceforge.net)
A compiled version is availible on my site: www.sandstrom.on.to (http://www.sandstrom.on.to)
Puppet|
12-16-2004, 01:06 PM
Or you may download last version 0.1.7 (my compile) here:
http://www.puppet.cgtalk.ru/download/mrClasses_0.1.7.zip
Original source code here:
http://sourceforge.net/projects/mrclasses/
HI
I tested contact shadow shader (from tolight shaders) on a big scene . I think it's very fast.
daniele
donvlatko
12-16-2004, 06:37 PM
I have test tolight too and boy it's very fast!!!Also it give very cool normal map, cool blending, other renders did't give me this kind of blending.....
Now I will test it in animation to see how it work..
poly-phobic
12-16-2004, 07:09 PM
just to interrupt,
is there an occlusion shader for the standard maya renderer?
i've searched the forums...
thanx
bjoern
12-16-2004, 07:48 PM
yes, lightengine3D's "raydiffuse"
Daniel Whitton
12-16-2004, 09:26 PM
edited post
tlggungor
12-16-2004, 09:32 PM
hi everybody
pls tell me step by step how can ı use the dirt map shader in mental ray PLS. ı use turtle ray now but :I cant use dirt map ı didnt solve it.SORRY MY TERRİBLE ENG.
:buttrock: Would You like to See my 2D Challenge CONCEPTS & CİTY BUİLDİNGS & CREATURE
Daniel Whitton
12-16-2004, 09:33 PM
I'm trying to figure out how to print or copy from the command prompt to show the actual errors,I fanyone can tell me a short cut that would be great or I will ttype it out long had.
Pixero
12-16-2004, 09:50 PM
Daniel Whitton, The sourcecode is only needed if you want to compile the shaders yourself.
Ive posted this before but here it is again:
The order that you load the shaders can be vital and Iīll try to explain with my maya.rayrc file:
First be sure to set your paths correct in the first section.
The AUX_LIBS part is for the GG_mray_shaders.
If you are not using it remember to remove the: $lookup "{MRLIB_START}" at the bottom as well.
#*****************************************************************************
# Copyright 1986-2003 by mental images GmbH & Co.KG, Fasanenstr. 81, D-10623
# Berlin, Germany. All rights reserved.
#*****************************************************************************
# Evaluated at startup time of the plug-in to fill the mental ray registry.
#*****************************************************************************/
registry "{MAYABASE}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{AUX_LIBS}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{PD_START}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{SYSTEM}" value "windows" end registry
registry "{DSO}" value "dll" end registry
$lookup "{MAYABASE}"
$lookup "{SYSTEM}"
$lookup "{DSO}"
#############################################
# List all auxiliary libraries here...
#############################################
registry "{MRLIB_START}"
link "{AUX_LIBS}/lib/mrLibrary.{DSO}"
echo "mrLibrary startup"
end registry
#############################################
# List all Maya shaders here...
#############################################
registry "{MRMAYA_START}"
link "{MAYABASE}/lib/base.{DSO}"
link "{MAYABASE}/lib/physics.{DSO}"
link "{MAYABASE}/lib/mayabase.{DSO}"
link "{MAYABASE}/lib/contour.{DSO}"
mi "{MAYABASE}/include/mayabase.mi"
mi "{MAYABASE}/include/base.mi"
mi "{MAYABASE}/include/physics.mi"
mi "{MAYABASE}/include/contour.mi"
echo "mental ray for Maya - startup done"
end registry
###############################################
# List all Public Domain shaders here...
###############################################
registry "{PD_START}"
link "{MAYABASE}/lib/gg_mray_shaders.{DSO}"
# (And all your other shaders here)
mi "{MAYABASE}/include/gg_mray_shaders.mi"
# (And all your other shaders here)
end registry
##############################################
# LOAD ALL THE STUFF IN THE RIGHT ORDER HERE
##############################################
$lookup "{MRLIB_START}"
$lookup "{MRMAYA_START}"
$lookup "{PD_START}"
poly-phobic
12-16-2004, 10:51 PM
yes, lightengine3D's "raydiffuse" i went to his website
but the shader pack i downloaded has only MR and renderman plugins and scripts.
http://www.lightengine3d.com/index2.html
i needed for the standard renderer.
you have to pay for the maya software render version of raydiffuse cost .. 49.95 USD
but why you dont render a occlusion pass ?
Jozvex
12-17-2004, 12:19 AM
Go to this page:
http://www.lightengine3d.com/downloads/plugins/rayDiffuse/rd_download.html
And choose any of the 3 that don't say Mental Ray.
poly-phobic
12-17-2004, 12:31 AM
Go to this page:
http://www.lightengine3d.com/downloads/plugins/rayDiffuse/rd_download.html
And choose any of the 3 that don't say Mental Ray.
hehe. sorry about that.
a 10 hour work day does that to you....
BillSpradlin
12-17-2004, 03:35 AM
"a 10 hour work day does that to you...."
Har 10 hours...I wish I had 10 hour work days ;)
Daniel Whitton
12-17-2004, 05:31 AM
Edited post
donvlatko
12-17-2004, 09:31 AM
I have find that when you conect dirtmap to surface shader insted of lambver your render is faster for a minut, well in my scene:)
does anyone play with finalgathger and dirtmap? I receve cool results without finalgather
Pixero
12-17-2004, 12:43 PM
Daniel Whitton, About the node id errors... Are you using some old versions of the shaders?
I just checked my site www.sandstrom.on.to (http://www.sandstrom.on.to) and all the shaders have node idīs.
The Aux libs part is for the mr_library.dll that is a part of the gg_mray_shaders and is needed to get the gg_mray_shaders to work.
This setup is to ensure that the mr_library is loaded before the shaders.
Hope this helps.
bjoern
12-17-2004, 01:38 PM
@donvlatko
thats the workflow man :) In production you only Render a OCC pass with the Surfaceshader.
I've heard that MR shaders (similar to the surfaceShader) are available that a little bit faster. But don't know witch one it was...
donvlatko
12-17-2004, 06:15 PM
thanks man, but it's cool to find by myself, this way is cool......I will forgot the time I lost and be happy:)
Daniel Whitton
12-18-2004, 06:25 PM
Pixero,
I am still having some problems. I can not batch render as mental ray aborts. I am not sure why lookup MayaBase (Line 13)would be a syntax error, but it is stopping me right in my tracks. AAlso during startup in the srcipt editor TOLIGHT shows a parse error (Line 7). I am not sure how fix this. All the shaders are hear. I just can't render. Please help. Have I forgotten anything, does anything look out of place or is the problem not with my RAYRC.
THANKS
#*****************************************************************************
# Copyright 1986-2003 by mental images GmbH & Co.KG, Fasanenstr. 81, D-10623
# Berlin, Germany. All rights reserved.
#*****************************************************************************
# Evaluated at startup time of the plug-in to fill the mental ray registry.
#*****************************************************************************/
registry "{MAYABASE}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{AUX_LIBS}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{PD_START}" value "C:/Program Files/Alias/Maya6.0/mentalray" end registry
registry "{SYSTEM}" value "windows" end registry
registry "{DSO}" value "dll" end registry
$lookup "{MAYABASE}"
$lookup "{SYSTEM}"
$lookup "{DSO}"
registry "{MRLIB_START}"
link "{AUX_LIBS}/lib/mrLibrary.{DSO}"
echo "mrLibrary startup"
end registry
registry "{MRMAYA_START}"
link "{MAYABASE}/lib/base.{DSO}"
link "{MAYABASE}/lib/physics.{DSO}"
link "{MAYABASE}/lib/mayabase.{DSO}"
link "{MAYABASE}/lib/contour.{DSO}"
link "{MAYABASE}/lib/toLight.{DSO}"
mi "{MAYABASE}/include/mayabase.mi"
mi "{MAYABASE}/include/base.mi"
mi "{MAYABASE}/include/physics.mi"
mi "{MAYABASE}/include/contour.mi"
mi "{MAYABASE}/include/toLight.mi"
echo "mental ray for Maya - startup done"
end registry
registry "{PD_START}"
link "{MAYABASE}/lib/mrLibrary.{DSO}"
link "{MAYABASE}/lib/mray_shaders.{DSO}"
link "{MAYABASE}/lib/exr_shader.{DSO}"
link "{MAYABASE}/lib/l_glass.{DSO}"
link "{MAYABASE}/lib/subsurface.{DSO}"
link "{MAYABASE}/lib/diffraction.{DSO}"
link "{MAYABASE}/lib/dirtmap.{DSO}"
link "{MAYABASE}/lib/tranvol201.{DSO}"
link "{MAYABASE}/lib/passthrough_deriv.{DSO}"
link "{MAYABASE}/lib/ReflectionUtility.{DSO}"
link "{MAYABASE}/lib/Raytype.{DSO}"
link "{MAYABASE}/lib/Diffusion.{DSO}"
link "{MAYABASE}/lib/bumpCombiner.{DSO}"
link "{MAYABASE}/lib/mix8layer.{DSO}"
link "{MAYABASE}/lib/md_subScatter.{DSO}"
link "{MAYABASE}/lib/Whirly.{DSO}"
link "{MAYABASE}/lib/plaincolor.{DSO}"
link "{MAYABASE}/lib/JS_wrapmaterial.{DSO}"
link "{MAYABASE}/lib/JS_wood.{DSO}"
link "{MAYABASE}/lib/JS_Ramp.{DSO}"
link "{MAYABASE}/lib/JS_PlusMinusAverage.{DSO}"
link "{MAYABASE}/lib/JS_panoramic.{DSO}"
link "{MAYABASE}/lib/JS_Luminance.{DSO}"
link "{MAYABASE}/lib/JS_fisheye.{DSO}"
link "{MAYABASE}/lib/JS_FacingRatio.{DSO}"
link "{MAYABASE}/lib/JS_BlendColors.{DSO}"
link "{MAYABASE}/lib/JS_Reverse.{DSO}"
link "{MAYABASE}/lib/JS_Incidence.{DSO}"
link "{MAYABASE}/lib/JS_DistanceBetween.{DSO}"
link "{MAYABASE}/lib/JS_RampDriven.{DSO}"
link "{MAYABASE}/lib/JS_SetRange.{DSO}"
link "{MAYABASE}/lib/JS_Scalar_to_Color.{DSO}"
link "{MAYABASE}/lib/JS_Vector_to_Color.{DSO}"
link "{MAYABASE}/lib/JS_Vector_to_Scalar.{DSO}"
link "{MAYABASE}/lib/JS_Color_to_Vector.{DSO}"
link "{MAYABASE}/lib/ctrl_irradiance.{DSO}"
mi "{MAYABASE}/include/ctrl_irradiance.mi"
mi "{MAYABASE}/include/JS_Color_to_Vector.mi"
mi "{MAYABASE}/include/JS_Vector_to_Scalar.mi"
mi "{MAYABASE}/include/JS_Vector_to_Color.mi"
mi "{MAYABASE}/include/JS_Scalar_to_Color.mi"
mi "{MAYABASE}/include/JS_SetRange.mi"
mi "{MAYABASE}/include/JS_RampDriven.mi"
mi "{MAYABASE}/include/JS_DistanceBetween.mi"
mi "{MAYABASE}/include/JS_Incidence.mi"
mi "{MAYABASE}/include/JS_Reverse.mi"
mi "{MAYABASE}/include/JS_BlendColors.mi"
mi "{MAYABASE}/include/JS_FacingRatio.mi"
mi "{MAYABASE}/include/JS_fisheye.mi"
mi "{MAYABASE}/include/JS_Luminance.mi"
mi "{MAYABASE}/include/JS_panoramic.mi"
mi "{MAYABASE}/include/JS_PlusMinusAverage.mi"
mi "{MAYABASE}/include/JS_Ramp.mi"
mi "{MAYABASE}/include/JS_wood.mi"
mi "{MAYABASE}/include/JS_wrapmaterial.mi"
mi "{MAYABASE}/include/plaincolor.mi"
mi "{MAYABASE}/include/Whirly.mi"
mi "{MAYABASE}/include/md_subScatter.mi"
mi "{MAYABASE}/include/mix8layer.mi"
mi "{MAYABASE}/include/bumpCombiner.mi"
mi "{MAYABASE}/include/Diffusion.mi"
mi "{MAYABASE}/include/Raytype.mi"
mi "{MAYABASE}/include/ReflectionUtility.mi"
mi "{MAYABASE}/include/passthrough_deriv.mi"
mi "{MAYABASE}/include/tranvol201.mi"
mi "{MAYABASE}/include/dirtmap.mi"
mi "{MAYABASE}/include/diffraction.mi"
mi "{MAYABASE}/include/subsurface.mi"
mi "{MAYABASE}/include/l_glass.mi"
mi "{MAYABASE}/include/usefulPhen.mi"
mi "{MAYABASE}/include/mray_shaders.mi"
mi "{MAYABASE}/include/exr_shader.mi"
echo "mental ray for Maya - pd startup done"
end registry
$lookup "{MRLIB_START}"
$lookup "{MRMAYA_START}"
$lookup "{PD_START}"
Pixero
12-18-2004, 07:56 PM
Daniel Whitton, Read your private message.
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