is WITH final gathering rays, not present in Messiah.
BTW I did do the Kray renders in the first post of this topic, will get back on that soon here in this thread, I did some extensive render testing in Messiah and want to give a report of that to Fori and Taron and all thread readers.
Note from Wegg: Erwin is a regular over in the #Messiah3D channel on freenode. It was actually him and I that did the first Messiah Vs. Kray tests back in December. Very smart/experienced technical artist. Its nice to have his input.
Hi Erwin, its a pleasure to see you here.
I am anxious to see the upcoming messiah release, I have strong faith that will be very cool and worth the waiting.
Looks like the pmG guys fixed quite a few things in this 2.4 release. Look how clean the reflected shadows are! And no funky grey blotch on the reflected back wall!
Funny enough, this particular Thread came into my mind the minute I heard of the 2.4 update. It’s very nice to see the reflected shadow-shading problem addressed.
I didn’t really spend any time trying to optimize it. I was just more interested in seeing if what Taron said was true about them having fixed those problems. I can’t wait to see more tests done. I think as more people use Messiah. . . and show us what they have done, the more the programmers can tighten up the renderer to be more and more useful.
You COULDN’T BE MORE RIGHT! That’s totally the case! Not to mention that I’d personally love to see more things done! But it helps a GREaT deal to see and hear what others do! After I’ve presented you with the tutorials, things should be a lot more clear and hopefully get everyone started to play with it more deeply!
THANX so MUCH, Weggy, that’s just fantastic! You made my day already and I’m honestly thrilled to see such a fast pick up on our update! We are staying as tight as it’s humanly possible to promote exclusively the stuff we are actually delivering. It’s so easy to get carried away with “possible developments” and end up biting the teeth out on things that grow to be too complicated to do in time. Instead, we’re doing everything we focus on until it shows to function well! That’s a tough promiss to keep, because challenges sometimes rise out of nowhere during development, which make a specific feature hard to finish up, but I simply see that I don’t share my excitement with you before I know you get to receive the results to really share the success with us! …hmm…why am I holding speeches again…hmm… …hmm… it’s because I’m excited to see you put those new things to use already, even if it’s “just” a bug-fix (or optimization, diplomatically speaking) you’ve demonstrated. It’s a great deal! So… THANX AGAIN!
hmmmm, i guess we shall have to see how much more speed we can squeeze out of it. as long as the shadow blotchiness is fixed, i can see pushing it even more then before. of course im at home right now and i dont have a license of messiah for home use, but ill do some more tests tomorrow.
Also im having a problem with connecting messiah to lw because in the process of beta testing i erased the messiah connection plugin and ive sent an email to pmg tech support and still havent gotten it resolved, i installed the latest version and i dont see a connection in it either, its just all max and c4d stuff??? is that normal?
yeah im doing render tests now and the shadow reflections look great, shadows are very smooth and overall the photon transfer seems to be much more pronounced, more color transfer and more luminosity.HUGE improvement. great stuff. im verry happy so far. great job PMG.
some small suggestions:
1 change the default AA from enhanced to adaptive.
2 show better render time info, the new LW render panel gives alot of useful info, maybe not as detailed but a better timer and estimated time would be helpful (for tweaking settings)
2:34 (time reported by messiah 2:20 - hmm it seems that messiah still doesnt account for the first pass )
I think its feasible for a sub 2 minute render at acceptable quality for animation, hmm, maybe its time for a new scene… something with particle effects.
Looks good stooch, are those times with 1 thread ?
It would be nice if M:S could allow more photons, as to get the contact shadows under all the balls you appear to need a gather radius of around 2, which even with 15,000,000 photons renders blotchy here ( might be that I’m using the wrong settings )