Importons and Irradiance Particles


#201

I got some problem with ctrl ghostsetting.
I can follow the right way or use the maya scene fo Dagon.
But nothing happen…:frowning:
And sometimes also, I got this error message:

"// Error: Cannot use data of type no type in a scalar operation. // "

I’m working with maya 2008 without the extension pack 2.
And this version of mental ray:
mental ray for Maya 9.0
mental ray: version 3.6.1.6, 17 Jul 2007, revision 21668

Someone can help me to fix it??

please.


#202

i had get an error rendering an animation with the final gather map in append, if y try to do a batchrender, i got the next error message after rendering the first frame:

RCFG 0.2 error 541013: : cannot save finalgather map: El sistema no puede encontrar la ruta especificada.
DB 0.2 fatal 041052: accessing unknown tag 0x7d6
DB 0.2 fatal 041052: accessing unknown tag 0x7d6
DB 0.2 fatal 041052: accessing unknown tag 0x7d6
DB 0.2 fatal 041052: accessing unknown tag 0x7d6

but the finalgather map has been writed, if y tri to render separated frames separately, the file has no problem.

Any idea??


#203

intresting thread but i am still wondering after all these posts:
what`s purpose behind the new IP/importons method in MR?
was it designed to optimise render operations only, or was it designed to bring more quality and definition to indirect lighting than the FG/mb method for exemple?

is there any detailed or even illustrated documents about these new features?


#204

new IP/importons is an alternativ to FG and GI. This is similar to the Vray Irradiance Cache. It is a very accurate render method wich produce much accurate render quality than FG.
You can’t reach th IP/Importons quality and speed with FG.
Anyway you can mix FG, IP, GI, Importons together too.


#205

Nope. IP does not work with GI+FG. Importons work with GI.


#206

:applause:

a combination of FG and Imp/IP will be better than GI+Imp or another formula now. I guess it will save much setup time and remind us of the fame IRR+Lightcache or BruteForce+Lightcache of Vray (sorry mention about Vray but I evaluate it better than MR alot in GI field, even the IRR only work much better, faster than the FG thing).

Hope could get any leaking info of the next MR version to see how the Imp/IP will be in future


#207

if you want fg based on importance you can do an importon pass, then a photon pass and finally a fg pass with ‘precompute photon lookup’ checked. what that does mean ?

we precompute local irradiance values at photon position, when a finalgather ray hits something instead to fully estimate the irradiance at that point we can just find the nearest photon and use its precalculated irradiance. as that irradiance is based on the photon position, that was drived by importance, - we can say that fg is importance based since it's using a precalculated importance drived irradiance value.

max

#208

Hey Max
Is there any chance to compile these shaders for maya2008 mac osx? this would be great…


#209

Hi Max,

have you fixed the “interpolate always” Bug in reflections. I need a new Version. :love:

mfg
hot chip


#210

I have the same problem :slight_smile:


#211

Holy crap thats a lot of Importons, but it seems that you need a lot to stop those black splotches appearing.


#212

I’m enjoying Importons/IP but I still getting splotches like in FG.
here’s an image, still working on it, just playing around with the promaterials as well, but I thought I’d show the problems I’m having. Up in the cornis and top of the kitchen cupboards where they meet the ceiling theres splotches, I’m not using Interpolation, so i wouldn’t expect to see those kind of problems.
I love the detail IR has.
Just wondering what settings other people are using.
Importons 10000
density 1
IR
Rays 450
Env 450
Interpolation : none.

cheers


#213

Is this how to do it …
After rendering a frame with irradiance particles it creates a map say x
then we need to switch on rebuilt in irradiance option in the ctrl.ghost shader
and batch render the remaining frames …

If this is right then when i do it the render time remains the same like that of the first frame …
Ideally the render time should decrease is that so ?
where am i going wrong ?


#214

cavemen, ip maps do not need rebuild.
you’ll shot only a first frame ip map. all the other frames will work with that. if you take a look at the first post animation I upped, I did calculated an ip map only for the first frame.
how to do that ?!

set the camera to ‘see’ a comprehensive view of your scene.
set trace depth high enough so that importons will bounce around covering all the places not directly seen in the camera view. for example, in the FuriousD scene, if importons depth is high enough also parts of rear of the sofa will be in the map because of the bouncing of importons, the same goes for the kitchen work bench for the part we don’t see directly.

FuriousD, once you set the ‘emitted’ param, the ‘density’ will not be engaged. that means you’re only shooting 10000 importons. that’s a bit ‘not enough’. try to put the ‘emitted’ to ‘zero’ and start with ‘density’ like 0.2 and gently go up. you can check how many importons are shot after the first importons pass. once you have a good density(ie. no splotches) you can play with a fixed importon emission by specifing direcly the number of importons to be emitted.

max


#215

Hi max
Thanks for your reply …
I have attached two images
In the first one there is this sphere and a poly object … which took about 45 min to render the first frame … and seqentially all the other frames too took the same amount of time …
before setting up the batch render i unchecked rebuild option in irrandiance particles and used a ip map “test” ( which you can see in the settings ) then still why is it that it took the same amount of time 45 min for each and every frame ?

[[img]http://img291.imageshack.us/img291/7126/testbf0.th.jpg[/img]](http://img291.imageshack.us/my.php?image=testbf0.jpg)
    
    in the second image there are some junk files that get created on my HDD how do i get rid of these ?

Other thing is when i set ip passes to 2 maya crashes ?

    please help @ max

#216

When i interpolate the ips the rendertime does come down considerably … have to admit that but i am getting so artifacts during interpolarion on a sphere …
there are these black spots that are appearing during interpolation …
I have attached an image …
please help .


#217

I am enjoyning these new MR features. Too bad we don’t have an option to add mor IP calculations to the saved map! That would be awesome but I guess it’s just a matter of time!


#218

this will help a lot for improving my renders


#219

Hi Everyone

Bit of a stupid question, but what if any is the file extension we are meant to use when saving our Irradiance particle solution in Max2009?

It is being saved with no extension at the moment.

Cheers all.


#220

you can put anything you want. for myself I just use .ip

max