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TSchmiesing
01-08-2009, 05:43 PM
Hello.

I am working with the CTRL.Ghost shaders and 3dsmax. I am trying to get Irradiance Particles working smoothly. I am fairly excited about them, and I am hoping they are fully supported in Max2010.

But anyway, the main problem I am having now involves the process of speeding up the initial calculation as outlined in this thread. I am leaving my Importons set to 1000, and trying to write out the IR map to a file. Then use that saved file, and increase my Importons to increase the quality of my image, without taking the hit on render time. Maybe I am misunderstanding this, but that is that is the way I read it in this thread.....

http://forum.mentalimages.com/showthread.php?t=4757

What happens, the map saves out without a problem, but its file size is typically around 96k, and increasing the Importons is having no effect on quality of the image. I can move it from 1000 Importons to 60,000, and the image looks identical. It is only when I calculate the full quality Importons I want, and the Full quality IR I want at the same time that the image seems to improve.


MR in Max2009 uses version 3.6.5, instead of the version 3.7 like Maya2009. This may be part of the problem. I am sure they are better supported in MR 3.7than MR 3.6.5, and maybe this is the problem.

http://phase22.com/misc/cgtalk/irradianceparticles/IR_low.jpg

TSchmiesing
01-08-2009, 06:42 PM
Here is another pass... The delicate quality of the lighting is interesting, and very nice, but this is a white matte model with 7 interior lights, and a daylight system outside. My clock time was 58 minutes, but I am not giving up hope. I believe I just need to learn how to work with this.

The time for this image aside, I still have two problems with the quality...

1) The solution is still splotchy, even though I am using 150 interpolated samples, and interpolation set to Always. I believe 150 is way to high, and I am losing a lot of fine detail because of it.

2) The corridor lights, the ones on the other side of the door. They do not seem to be bouncing light around. My initial guess is that this is a problem with the lighting algorithm. Does the light source need to be visible to the camera in order for light to be bounced around? The lights casting in the corridor cast onto the floors and walls, but do not seem to bounce.

Anyway, my current settings are shown in the second image below. Any advice is appreciated.

http://www.phase22.com/misc/cgtalk/irradianceparticles/o3.jpg

TSchmiesing
01-08-2009, 06:59 PM
Ok, I am moving this thread here, from another forum, where it didn't generate any responses, or interest. I was not getting any feedback in the other location, so I am hoping some are interested in this location.

Attached is the version of the room I sent last night. Again, I cranked my settings high, and the light calculation was fairly slow. I still have a general splotchiness to the entire room, and bad break down in some of the detail area.

Also attached are the settings I used last night. It took about 3.5 hours to render on a 3ghz dual core machine, with 8 gigs of RAM. The room is primarily composed of a neutral gray material, with a blurry reflection on it. I also have a chrome ball, and a little glossy metal on some of the details. There is a plane of glass in the window next to the sink.

I also have the Interpolate cranked insanely high (500.) I don't think I should have any detail or splotchiness in the rendering with a number like that.

Let's just say, I am not breaking any speed records here in terms of render time vs quality.




http://www.phase22.com/misc/cgtalk/irradianceparticles/07.jpg

TSchmiesing
01-08-2009, 08:11 PM
Details showing the bad areas of the IR solution... The wall behind the chair is supposed to be smooth, and the window frame has a lot of splotchiness.

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