View Full Version : Hybrid GI crashes!
Hi,
have any of you encountered problems with having the Hybrid GI solution checked, especially if there are many materials in the scene!
I tried the Hybrid solution with the scene with default grey material aplied and it worked, assigned all the materials to the differnt objects and Messiah would crash!
I had to render with Monte Carlo only but the result is not as good!
This is a render of the scene!
Thanx
www.erregibi.org/giorno_notte.jpg (http://www.erregibi.org/giorno_notte.jpg)
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isobarxx
04-06-2007, 06:46 PM
Yeah... it's irritating. Are you running out of RAM? The next update will have significantly better GI as well.
I don't think so!
The computer doesn't give me any feedback about ram running out, it just crashes!
If you meen while I move things around or load objects, no since I changed my ati driver with an omega compatible driver!
Must. . . . not. . . say. . . anything. . .. about. . . 3. . . .
Dann-O
04-07-2007, 06:32 AM
Just a hint? I would really just like to know date and price of an upgrade. The rest well is just cool too. I can wait I really will not be ready to buy for a while.
I'm pretty sure software developers don't begin a product revision by first picking the date it will be complete. . . and then start working on features.
stooch
04-07-2007, 09:10 PM
lets just say that pmg is listening to what its users are saying ;)
Nichod
04-07-2007, 09:36 PM
lets just say that pmg is listening to what its users are saying ;)
Thats good to hear. Its good to hear some optimism in here. My main hopes are rendering time improvements, and useability enhancements (ie. labeling all those blank buttons somehow, interface glitches fixed further)
Gyuru
04-08-2007, 09:44 AM
:thumbsup:
AAAron
04-08-2007, 11:45 AM
Thing is the hybrid GI got another bug too currently, it leaks light trough geometry.
That said it can give very nice results if you donīt count that in, wegg hinted about the photon gradient average stuff a while ago. (very few photons can give a very nice ungrainy result pretty fast) So Iīm relly looking forward to an update, but there is no rush for me, I rather have them optimizing it even more.
Well I think I got a better solution, well at least it doesn't crash this way, by adding some ambient occlusion to the picture with the TLH ambient occlusion shader!
here is the pic:
www.erregibi.org/giorno_notte2.jpg (http://www.erregibi.org/giorno_notte2.jpg)
stooch
04-10-2007, 09:55 AM
very nice!
Gyuru
04-10-2007, 02:48 PM
yes now that has got a great feel to it. :)
ThomasHelzle
04-10-2007, 05:32 PM
Hi Rago,
nice to see AO put to some fine use ;) :thumbsup:
My main critique would be, that above the mirror the AO looks a bit alien, since it is in full light where in reality there would be no such shadow.
That is the main problem if you use AO like this: it doesn't respect lighting...
Two suggestions:
1.) you may want to steer the AO with a Matte Shader or a Basic Shader in a way that AO isn't as pronounced in areas that are fully exposed to light/very bright ( = mostly direct light) as in darker areas (= mostly ambient light from the environment, so AO looks fine).
AO is a very "stupid" GI fake and has to be tweaked a bit to look realistic ;-)
2.) it often looks more natural to use a certain amount of Bias for the AO. With default settings, the falloff on the edges of surfaces is basically linear, but light doesn't act like this (and so don't shadows). I found values between 0.75 and 0.85 to give a rather realistic, exponential-like falloff. And maybe don't make the AO 100 Black to White. Often it is enough to use 50% of it (if you layer it in Photoshop) or just use a medium Grey instead of the Black color in the AO shader.
Keep up the good work :)
Cheers,
Thanx Thomas for your suggestions,
tried some tweaking following your tips,
here's the result:
http://img442.imageshack.us/img442/9894/giornonotte3ps6.jpg
ThomasHelzle
04-11-2007, 03:08 PM
:thumbsup:
I like it much better that way :-)
If you want to tweak some more, you could for instance desaturate your wood texture so it isn't as yellow. Reality is often less saturated than CG.
And (at least on my rather dark and old CRT monitor) I think a bathroom doesn't usually get as dark in the corners - maybe add some ambient (under the AO so you still keep contact shadows)?
Finally, I find the camera position hard to read, the room seems to be complicated although I think it isn't. Is it possible to remove the back wall (or make it single sided so you can look through), use a longer lens and get some steps back?
:thumbsup:
Best regards,
Thanx for your reply,
If you want to tweak some more, you could for instance desaturate your wood texture so it isn't as yellow. Reality is often less saturated than CG.
I'll do this next, even though on my monitor and on the night picture in particular they don't look so saturated!
And (at least on my rather dark and old CRT monitor) I think a bathroom doesn't usually get as dark in the corners - maybe add some ambient (under the AO so you still keep contact shadows)?
Next on my list!
Finally, I find the camera position hard to read, the room seems to be complicated although I think it isn't. Is it possible to remove the back wall (or make it single sided so you can look through), use a longer lens and get some steps back?
Well here I replied the view of a wide-angle lens and I liked the cut, I had already tried stepping back and using more standard looking shots, but I would get less detail!
I would get less elements in the shot an they would be farther!
I'll update as soon as possible!!!
Soon!
Well some minor updates,
a version with less saturated colors:
http://img86.imageshack.us/img86/2895/giornonottedesez7.jpg
And one using direct lighting and no GI at all during render, and layered to a Ambient Occlusion pass in Photoshop, really fast rendering!
http://img86.imageshack.us/img86/1628/giornonotte4qv2.jpg
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