View Full Version : GI Diffuse depth test
I made a very ease diffuse depth test on simple model. I tested time and quallity.
GI Settings:
600/300/15, Acc. 60%, color mapping: exp - on, m. darker 1.2, rendering to 32 bits
LIghts: rectangle area light in door with area shadow, sun with hard shadow and really simple sky (a white color only).
Render time 00:02:21
http://redakce.digitalmedia.cz/upload/images_clanky/794/20_00_02_25.jpg
More tests you can find http://www.3dsoftware.cz/3dportal/clanek.aspx?id=794
Cheers Pavel
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Hi there
I have made a little update there, there are new EN GI parameters in my article, cheers Pavel
Rich-Art
05-30-2007, 06:39 PM
Thanks Pavel... :)
Peace,
Rich_Art. :thumbsup:
georgedrakakis
05-30-2007, 08:12 PM
tnx pzdm,
really interesting tests.
did you used the same illumination settings for the material of the white room?
i think that most photometric software use different percentages for lighting reflection (usually 80%-50%-30%) on ceiling-walls-floor materials.
(lighting reflection can be translated into gi generate/recieve settings).
ps: what happens if you use just the sky to illuminate the scene?
tnx pzdm,
really interesting tests.
did you used the same illumination settings for the material of the white room?
i think that most photometric software use different percentages for lighting reflection (usually 80%-50%-30%) on ceiling-walls-floor materials.
(lighting reflection can be translated into gi generate/recieve settings).
ps: what happens if you use just the sky to illuminate the scene?
Hi George
in "white" test is one material only - default grey - Brightness 80%. I wanted to achieve a nice and clear result on clear modela and surfaces, thus there are not different settings on cells, walls and floor.
About sky: I use a Sky for "supporting" GI only, it is not major object in this settings.
Bye Pavel...
PS: OT - where are you from? Becouse I am looking for nice and complex byzantine wall material - texture, I plan a scene as a tribute to heroic Constantine XI.
Hi there
I have tried a georgeīs trick as well
Walls 100% (generating GI), Green wall 75% and Floor 50%
http://redakce.digitalmedia.cz/upload/images_clanky/794/100_75_50.jpg
georgedrakakis
05-31-2007, 09:33 AM
Hi George
PS: OT - where are you from? Becouse I am looking for nice and complex byzantine wall material - texture, I plan a scene as a tribute to heroic Constantine XI.
hi Pavel, really nice work you have done here,
i am from greece -> complex byzantine wall material - texture is not a problem to me
(i can scan my architectural books, or take a walk downtown, thessaloniki is full of buildings of that period and take some snapshots)
ps: i did some similar tests here (http://forums.cgsociety.org/showthread.php?f=176&t=419804), trying to achive natural look lighting, with natural light sources, i.e sky obj for daylight scenes, and using *.lvk files for luminaires for nightshots
hi Pavel, really nice work you have done here,
i am from greece -> complex byzantine wall material - texture is not a problem to me
(i can scan my architectural books, or take a walk downtown, thessaloniki is full of buildings of that period and take some snapshots)
Thx for it! I bought few books for my project (The walls of Constantinople AD 324-1453, Men At Arms Byzantine Armies 1118 1461), I have Rancimanīs The Fall of Constantiople, a notice from one defender of this beutifull city Nicolo Barbaro and really many pictures from my visite. A broken and destroyed defense system at Lycos river, a place of heroic Constantine death in his last lost battle against agressors - it given me an idea for 3D scene. I donīt know if I have a skill for it, but if I find a time, I will try it. THX again.
ps: i did some similar tests here (http://forums.cgsociety.org/showthread.php?f=176&t=419804), trying to achive natural look lighting, with natural light sources, i.e sky obj for daylight scenes, and using *.lvk files for luminaires for nightshots
I know your thread...
Pavel
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