Crazy Homeless Guy Posted January 13, 2009 Author Share Posted January 13, 2009 last play of the day, I set pretty much everything much higher than I would normally use, for fun. turn the AO off (I felt it was cheeting for some reason) Still it rendered in 4:50 jhv Good definition in the area shadows, more than I was getting. Though a bit harsh for myself. The light setup I was using originally corresponded to the glass globes that were attached to the ceiling fan. There were 3, facing off in different directions. Jeff Patton had set an IES sphere on those, and rendered, so that is where I picked up the scene from. Even the three cones is more even distribution of light than you will get in a lot of production jobs. Link to comment Share on other sites More sharing options...
Camby1298 Posted January 13, 2009 Share Posted January 13, 2009 My Attempt. FG + GI. 25 Mins on a Duel Core (4/16 Sampling). Didnt mess with the materials or lighting. Just fussed with FG and the GI. Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 13, 2009 Share Posted January 13, 2009 Good definition in the area shadows, more than I was getting. Though a bit harsh for myself. The light setup I was using originally corresponded to the glass globes that were attached to the ceiling fan. There were 3, facing off in different directions. Jeff Patton had set an IES sphere on those, and rendered, so that is where I picked up the scene from. Even the three cones is more even distribution of light than you will get in a lot of production jobs. That makes a bit more sence now, I was wondering about the three lights. Normally I would go for a softer shadow, and did play with it. I did prefer these shadows though. I'll post the settings when I get into the office. I found Jeff's original model and downloaded it , but havn't played with it yet. jhv Link to comment Share on other sites More sharing options...
Spacelord Posted January 13, 2009 Share Posted January 13, 2009 Travis whats your thoughts on Mental Ray now for interiors ? I'd like to see that Vray one tweaked, I'm sure those areas that are blown out could be fixed. Here's my test, quadcore 6.44, adjusted the whitepoint, I used AO, 3 bounces. Bit more tweaking and I could get the times down. Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 14, 2009 Share Posted January 14, 2009 after looking at jeff's original render I thought I would change a few things. If anyone wants my max file pm me (the zip file is too big and I cant upload a .rar which is smaller) jhv Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 15, 2009 Share Posted January 15, 2009 Did a little animation test, mostly to play with the "HDR Image motion blur" shader. I don't quite know whats going on with the black artifacting in the light fittings. Something to do with visible lightsource and refraction of the glass lamp shade. jhv Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 27, 2009 Share Posted January 27, 2009 Finally installed the ghost shaders and am still getting my head around the settings. Gettings interesting results although far from perfect. I keep on getting these "trapped light" artifacts in the tight areas. Take a look around the drink bottles and under the chair wheels. The wheels have also dissapeared for some reason????? jhv Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted January 27, 2009 Author Share Posted January 27, 2009 Take a look around the drink bottles and under the chair wheels. The wheels have also dissapeared for some reason????? Maybe this is why they are called "ghost." Ah jeez. That was a bad joke. Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 27, 2009 Share Posted January 27, 2009 you said it any thoughts? jhv Link to comment Share on other sites More sharing options...
Spacelord Posted January 27, 2009 Share Posted January 27, 2009 I'd crank up your emitted importons, 300 isn't very much. Or set emitted to 0 and use density instead, start with 0.1 and work your way up. cheers Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted January 27, 2009 Author Share Posted January 27, 2009 Most of my testing involved emitting 30-60,000 importons. It has been a few weeks since I have played with them. I will say that my tests were really slow, and maybe this was why. I keep meaning to go back and read Bart's (LAMRUG) posts on the subject. They were very informative. Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 27, 2009 Share Posted January 27, 2009 OK upped it to 30000 jhv Link to comment Share on other sites More sharing options...
Spacelord Posted January 27, 2009 Share Posted January 27, 2009 Looking good Justin, 30,000 made a big difference, I find working with density is better since it scales with resolution correctly. If my understanding is correct. Its still quite noisey, I wonder if more interpolation would fix that ? cheers Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 27, 2009 Share Posted January 27, 2009 I have interpolation set to secondary. I found Always too smooth. If I up the samples it will smooth out more but takes longer to render. All in all this is a rather simple scene to light, its small and contained. I am going to test on a typical scene that I work with. Large, wide shopping malls with lots of skylights and 1000's of downlights. jhv Link to comment Share on other sites More sharing options...
Spacelord Posted January 28, 2009 Share Posted January 28, 2009 Yep see how you go with a real world test scene. I tried an office with loads of long pendent lights, sun and portal lights. It took forever and I never did remove all the noise. Just remember you shouldn't have to use portal lights with Importons/IP, it should create those deep shadows for you. cheers Link to comment Share on other sites More sharing options...
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