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btw speaking about filtering methods, sidefx actually made some attempts to implement this in Mantra too. honestly, I haven't had a very good experience with it so far but the truth is I haven't really explored it too much in depth.

so if you take a look at Pixel filter on Mantra ROP you'll find some interesting ones like Gaussian with noisy samples refiltering or Ray histogram function. images bellow were all rendered under 1 minute with 1 ray sample fixed with mentioned filtering methods. looks great but for instance Ray histogram function introduces some nasty artifacts in highlights and I'm not sure if you can tweak it enough to get production quality animation out of it. not sure about gaussian refiltering as I was not even aware it's there (so I suppose it must be fairly new). anyway it seems to do a decent job and might be worth trying.

filtering.jpg.c4ae78c55397c8e054051f54a5668e74.jpg

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This is certainly very interesting, albeit, yet another option to take into account. Having said that I wonder what the ray histogram would look like with more than one ray sample. It also seems to have artefacts at the bottom where you can see the top rim and liquid.

I'll definitely take a look at some of these though.

Also, we did used to do a significant amount of de-noising in post, but for some things that really messed up, so we're trying to get smooth renders out of the farm now.

I was also watching a talk by Marcos Fajardo about Arnold and he said a very distinct 'no' to denoisers, though I can't recall his reasoning at the moment.

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i'm playing with it right now. with 6x6 pixel and 1-12 rays at 0.007 noise level and filtering on gaussian refilter it already looks pretty clean. hard to say how that will do in animation. ray histogram tends to be much smoother but also washes away some detail and is more prone to artifacting. let us know your results if you get some ;)

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Interesting thread. I will tesrt you scenes in Mantra and Redshift to help me explore those renderer and will also try it with Vray4Houdini to see how it goes.

Edited by Strob

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1 hour ago, Strob said:

Hi Marty, I downloaded your scene and loaded it in indie 16.5 with redshift demo on windows. I have 4 1080 ti on my system but when i try to render your frame it is a lot longer than 1min 40s. In fact it took 16 min 37 s with 4 x 1080 ti...

Rendering to Mplay? Windows really shouldn t make a difference so maybe it's some setting for multiple cards.  Hit up the redshift forum I reckon or yank / unselect some cards.  

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if you have 4 1080 TI and is taking 12 to 16 min something is wrong, I just download the scene and I hit render without anything else with 2 1080TI and it took 2:40 sec on this machine.

Also to add if you "enabled Automatic Memory Management" it went down to 2:14 sec

Edited by Sepu

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With 4 gpu (1080 ti) the last scene by marty (Test_RenderRS_3.hiplc) took 2 minutes in Redshift demo 2.5.46 (windows 10 , houdini 16.5.268). So 4 gpu is not exactly 4 times faster though (this is compared to 4min 40s by marty with 1 x 1080 ti).

2017-12-11 18_00_44-F__Bocal_Test_Rend.png

Edited by Strob

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9 minutes ago, Sepu said:

if you have 4 1080 TI and is taking 12 to 16 min something is wrong, I just download the scene and I hit render without anything else with 2 1080TI and it took 2:40 sec on this machine.

Also to add if you "enabled Automatic Memory Management" it went down to 2:14 sec

Yes sorry I erased my post it was my bad. I didn't noticed I had my miner running in the background!! I feel like such an idiot!!! Sorry.

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I don't know if Marty tweaked the setting or not, but you can play with the unified samples to get the render in less time, that is the beauty of it. You can put sample where you need them. Enable memory management helps quite a bit but then you can go even lower if you know what to tweak. 

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2 minutes ago, Sepu said:

I don't know if Marty tweaked the setting or not, but you can play with the unified samples to get the render in less time, that is the beauty of it. You can put sample where you need them. Enable memory management helps quite a bit but then you can go even lower if you know what to tweak. 

Cool I will play with these.

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One thing we must careful with when facing the rendering of such a scene is the intensity of the highlights. If they are too strong (white way above 1) it will cause really high contrast and the sampler will work a lot trying to antialias the jaggy edges. There was some very strong jaggy edge around the highlights in your scenes mostly Test_RenderRS_3.hiplc So I played with the sample filtering settings: I switched it to mitchell (my favorite in V-Ray) and cranked it up to 9 and lower the max subsample and secondary ray intensities, they were way too high I wonder why. And I also lowered one the light intensity. It removed the jaggy edged around the highlights. I get 1min 39 sec.

It's the first time I try Redshift and I really love it!

 

2017-12-11 21_19_56-F__Projets 3D_test_houdini_HoudiniProjects_redshiftVsMAntraVsVrayBocal_Test_Strob_001.png

Test_RenderRS_3_strob_001.hiplc

2017-12-11 20_57_51-F__Projets 3D_test_houdini_HoudiniProjects_redshiftVsMAntraVsVrayBocal_Test_Rend_mitchell.png

2017-12-11 20_58_40-F__Projets 3D_test_houdini_HoudiniProjects_redshiftVsMAntraVsVrayBocal_Test_Rend_mitchellBefore.png

Edited by Strob

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