View Full Version : Possible quicksilver bug in 2012? (indirect illumination)
Decency 04-07-2011, 05:25 PM Has anyone else tried using quicksilver yet? I am having a problem with the indirect illumination it seems. If you want a sample scene, the one used in these renders is HERE (http://www.3dece.com/question/quicksilver_test_2011.max).
I am using a GTX 580. If anyone else can confirm there is a bug, I will report it.
2012 - Default
http://www.3dece.com/question/2012_default.jpg
2012 - Indirect Lighting Enabled
http://www.3dece.com/question/2012_indirect.jpg
For reference, this is the exact same scene in 2011
2011 - Default
http://www.3dece.com/question/2011_default.jpg
2011 - Indirect Lighting Enabled
http://www.3dece.com/question/2011_indirect.jpg
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Decency
04-10-2011, 05:16 AM
Could someone with 2012 test this out and confirm whether it is working or not?
nex999
04-10-2011, 09:43 AM
Tested your scene, i have same results as you in 2012.
http://i56.tinypic.com/30ljudx.jpg
Sam75
04-10-2011, 01:54 PM
try with "enable indirect lighting shadows" off
Decency
04-10-2011, 02:14 PM
Turning that off does indeed show some bounced light, however you lose a lot of the nice soft shadowing you get in 2011 with it on. So as far as I am concerned, this is a bug.
Wow, not even sure if you can submit bugs for 2012 yet.
maxhunter
04-11-2011, 08:13 AM
Is this bug confirmed?? I think its a pretty big bug then! Quicksilver doesnt have so much options and its already limited, just an "AO" , and a simple GI ... and GI is not working?...
LEN3D
04-12-2011, 01:55 AM
sounds that Quicksilver needs some love care.
Decency
04-12-2011, 05:28 PM
It seems until further notice, according to the people posting in this thread, that quicksilver is indeed broken in Max 2012. This is hugely unfortunate, since it now offers very little over the viewport rendering modes.
I am stunned that more people aren't posting to to either confirm or deny this.
GeeDave
04-12-2011, 05:38 PM
I've never used this so feel free to ignore the words that will follow.
I noticed nex999's screenshot has Ambient Occlusion disabled, and the "working" version you posted of 2011 seems to have AO enabled (cannot confirm, just going by what it looks like)
jonadb
04-12-2011, 06:20 PM
btw.. can Nitrous do indirect illumination with some hack since its 'the same' tech as QS?
nex999
04-12-2011, 10:07 PM
I've never used this so feel free to ignore the words that will follow.
I noticed nex999's screenshot has Ambient Occlusion disabled, and the "working" version you posted of 2011 seems to have AO enabled (cannot confirm, just going by what it looks like)
Tried that too. Turning AO on/off, no difference, still no GI.
Interesting thing- in render window, first pass actually shows GI (kinda looks like that anyway), but as render makes progress, scene becomes like this.
Decency
04-12-2011, 11:47 PM
Yeah, AO works but it makes no difference with the GI. And I agree with Nex... it sorta flashes on, then vanishes as the render goes.
I liked where quicksilver is going, because now it's basically a super viewport render. So instead of doing a Playblast from the viewport, you can just do a quicksilver render at any resolution with anti-aliasing. It is very fast, and looks great. I am really disappointed to see the GI not working and hope they fix it soon.
Eugenio
04-13-2011, 12:53 AM
First things first, I can confirm this.
I'm actually super disappointed with Quicksilver in max 2012, honestly. GI was the most important advantage between Quicksilver and viewport.
However, I find working with quicksilver very annoying overall. Usually the time to start the actual rendering, and having the system back to respond takes longer than the render itself. Something I don't understand for example, is why Quicksilver have to compile shaders before rendering? If now viewport and Quicksilver are supposed to be basically the same, and share the same data? Compiling shaders can take a long time.
But I still think it's a tool with lots of potential. It should kind of replace scanline. Be a production ready GPU renderer, with shaders designed specifically for it if necessary. Like a high end game engine or something.
Regards,
Jr.
Decency
04-13-2011, 02:18 AM
Yeah, I think that's where they are trying to go with it. I consider it sort of an "offline" viewport, where it has a lot of nice display technology that is just a bit too advanced for the viewport. As it becomes possible, that technology will trickle into nitrous and the viewport will evolve. I was personally very satisfied with quicksilver V1 and only wanted it to improve more and more. Instead, we get a temporary step back. You can't tell me that nobody noticed this was broken...
eodeo
04-16-2011, 02:03 AM
No solution, but I'm confirming 2012 GI not working with indirect shadows turned on.
edit: tested in 2011 and works perfectly fine. both indirect shadows and DOF.
my gpu 4850, 512mb
spacefrog
04-16-2011, 07:24 AM
Please Eugenio (and others too ) report this bug as a feature failure i would recommend...
otherwise it may not get noticed ...
Defect Submission Form (http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5600504&linkID=9241177)
KellyM
04-18-2011, 05:03 PM
I can repo this in the posted file and we are reviewing it...
LEN3D
07-22-2011, 05:16 AM
btw.. can Nitrous do indirect illumination with some hack since its 'the same' tech as QS?
Of course, actually we used to internally enable it and play around it, it's cool though, but we are considering some more robust algorithm...
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