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New heuristic method in Shader Utilities


thorsten hartmann
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Hi Guys,

 

i have a new heuristic algorithm to find the best Sample Amount, Fast Interpolation Grid + Sample Amount and Reflection/Refraction Depth for each Material. At last i have found some little Bugs and fixed.

 

su_titel_vma.png

 

Update nach SU Build(20100725)

background_screen_shot.png

 

commercial Projects with Shader Utilities Pro:

VAM: http://www.infinity-vision.de/ShaderUtilities/eng/testrendering_vam.htm

Attic: http://www.infinity-vision.de/ShaderUtilities/eng/testrendering_sessel.htm

 

Example Metall Dragon:

 

non optimize: All different Metals have only 8 Reflections Sample, and the glossy reflections look all the same. At last you see grainy.

dragon_non_optimize_small.jpg

 

optimize: The hole scene with only one mouse click. All different Metals look different glossy reflections, and without grainy.

dragon_optimize_small.jpg

 

look here for 4000x2309 Resolution: http://www.infinity-vision.de/ShaderUtilities/eng/testrendering_dragon.htm

 

have fun!

 

mfg

hot chip

Edited by thorsten hartmann
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hi Guys,

 

It give a update.

 

Changes for Build 20100904 are:

- Reflection and refraction now use only one Glossy Sample Curve

- The Force Sample value has been removed from the UI

- The Contour Simple Shader has been added to all TH-Materials

- Shader Utilities can now be used to set up the Contour Shader

- The Contour Shader can now be added/removed/set up for every Arch&Design material in the scene

 

bar_zeichnung_ausschnitt.JPG

su_pro.png

 

Tutorial "the mental ray Workflow" in english comming soon...

 

have fun!

 

mfg

hot chip

Edited by thorsten hartmann
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