fex Posted December 8, 2009 Share Posted December 8, 2009 Hi all, here is my rendering of Jeremy Birns Challenge at cgtalk. This is done with Pbr using 5 Arealights and using 26x26 Samples, Min Samples 3, diffuse limit 16. Rendertime is around 2 hrs. on a dualcore 3ghz. Having some problems getting a proper volume rendering as secondary pass... Crits and comments are welcome Quote Link to comment Share on other sites More sharing options...
altbighead Posted December 8, 2009 Share Posted December 8, 2009 love it.Nothing to critique really. Quote Link to comment Share on other sites More sharing options...
kumpa Posted December 8, 2009 Share Posted December 8, 2009 that looks bloody gowgeous, render time is nice as well Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted December 8, 2009 Share Posted December 8, 2009 Nice job! like it! Quote Link to comment Share on other sites More sharing options...
dan_cgi Posted December 8, 2009 Share Posted December 8, 2009 Aww come on admit it, you did this in maxwell!!!! Only kidding, very very nice. Loving the light casting on the guitar and wall. Quote Link to comment Share on other sites More sharing options...
slayerk Posted December 8, 2009 Share Posted December 8, 2009 that's not critical, but little confusing floor of room. very reflective. and reflections very clear (noise on bump/displacement). Quote Link to comment Share on other sites More sharing options...
fex Posted December 8, 2009 Author Share Posted December 8, 2009 (edited) thank u all, there are some objects not shaded yet and i tought about giving the bed a patchwork pattern. @slayerk: think i make the floor glossy..altough he has a refl intensity of .02, the area lights are reflected cuz pbr renders them with there overbright values visible in reflection. Maybe someone knows how to toggle this down... greets felix Edited December 8, 2009 by fex Quote Link to comment Share on other sites More sharing options...
fex Posted December 9, 2009 Author Share Posted December 9, 2009 update_I_ now there are all objects in it, a fill light casting through the second window and the reflections on the floor are gloosy. The floor still needs a better look not wet but more reflective... plz give me some advice Quote Link to comment Share on other sites More sharing options...
Ratman Posted December 9, 2009 Share Posted December 9, 2009 Looks pretty good, but I'd suggest using a better compression method, it's got some pretty bad noise going on, specially noticeable in the darks. Quote Link to comment Share on other sites More sharing options...
Matt_K Posted December 9, 2009 Share Posted December 9, 2009 Looking very nice! Good job. Quote Link to comment Share on other sites More sharing options...
fex Posted December 9, 2009 Author Share Posted December 9, 2009 thx matt_k and ratman the artifacts result from degrain post effect that i used to get rid of the sample noise. I try high sampling like 48x48 and go on holidays Quote Link to comment Share on other sites More sharing options...
slayerk Posted December 9, 2009 Share Posted December 9, 2009 maybe some glossy frensel reflections (like "car paint") on guitar deck? now it is too dull. in the air, in my opinion, too much smoke (but it depends on the effect you want to achieve). also, I would have increased ray shading quality (shading quality on micropoligon rendering) on objects with hi-freq textures and bump (fabric, floor, maybe left and right poster, in dependency of texture resolution). very crafty trick - is to render hi-res (2x, 4x) image with low rendring settings and downres before rendeing. Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted December 9, 2009 Share Posted December 9, 2009 looks pretty good! Quote Link to comment Share on other sites More sharing options...
Frank Bonniwell Posted December 11, 2009 Share Posted December 11, 2009 Hello Felix, The render looks great! This brings up an exciting topic about Samples. I briefly spoke with Peter Quint known for his free Houdini tutorials. Peter Quint's Houdini tutorial site He mentions Peter Bowmar has rightly pointed out that from Houdini 10 you can set your Pixel Samples at a low value (say 3 x 3) and use Min and Max Ray Samples to increase quality for both micropoly PBR and ray-trace PBR. This is much faster than using Pixel Samples of say 10 x 10 or higher as shown in his PBR video tutorial. You need to experiment to see how high these have to be for a particular scene. The noise will depend amongst other things on the complexity of the scene - but you'll need quite high figures - perhaps as high as 50 or 60 for a final render. Keep pixel samples (3 X 3) at the default unless you are using motion blur or depth of field, or find the edges of your geometry are aliasing. Here are some basic numbers to start off with. I would be curious to know your new render times based on these values. mantra_mid_quality Pixel samples (3 X 3) Min 20 Max 60 mantra_high_quality pixel samples (3 X 3) Min 30 Max 90 Cheers, Frank Bonniwell Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted December 11, 2009 Share Posted December 11, 2009 True, but see a better explanation than mine in the following thread (check out the embedded picture demonstrating sampling) Hello Felix, The render looks great! This brings up an exciting topic about Samples. I briefly spoke with Peter Quint known for his free Houdini tutorials. Peter Quint's Houdini tutorial site He mentions Peter Bowmar has rightly pointed out that from Houdini 10 you can set your Pixel Samples at a low value (say 3 x 3) and use Min and Max Ray Samples to increase quality for both micropoly PBR and ray-trace PBR. This is much faster than using Pixel Samples of say 10 x 10 or higher as shown in his PBR video tutorial. You need to experiment to see how high these have to be for a particular scene. The noise will depend amongst other things on the complexity of the scene - but you'll need quite high figures - perhaps as high as 50 or 60 for a final render. Keep pixel samples (3 X 3) at the default unless you are using motion blur or depth of field, or find the edges of your geometry are aliasing. Here are some basic numbers to start off with. I would be curious to know your new render times based on these values. mantra_mid_quality Pixel samples (3 X 3) Min 20 Max 60 mantra_high_quality pixel samples (3 X 3) Min 30 Max 90 Cheers, Frank Bonniwell Quote Link to comment Share on other sites More sharing options...
Frank Bonniwell Posted December 12, 2009 Share Posted December 12, 2009 True, but see a better explanation than mine in the following thread (check out the embedded picture demonstrating sampling) Hello Peter, Thanks for the link! I will check it out! Do you plan to create more PBR tutorials soon? Thanks, Frank Quote Link to comment Share on other sites More sharing options...
fex Posted December 12, 2009 Author Share Posted December 12, 2009 (edited) thx for all the input, @ Peter and Frank: after some tests , i recognized that for me only min.samples work for raytraced pbr. The chart that Peter linked to shows quite exactly my results. My bedroom rendering has a lot of indirect bounce light it seems that i could use pixel samples like 12x12 with high min. samples of 40-50 to get a good quality with lower noise. @ slayerk: the big problem ,concerning the blurrines, was the pixel filter i used gaussian 2x2. Catmull gives a much crisper picture but also needs higher sampling because the noise gets crisper too. The higher shading quality was a good hint,too. Now i used for the fabrics and the floor. Could somebody please explain me which sampling value is more important for the indirect light rays?? Next time with new rendering Greets Felix Edited December 14, 2009 by fex Quote Link to comment Share on other sites More sharing options...
fex Posted December 14, 2009 Author Share Posted December 14, 2009 here is a brand new rendering. This one is with catmull 3x3, PixelSamples 14x14, MinSamples 32, ColorLimit 10 and no post degrain rendertimes were heavy: 8 hrs. on a dualcore 3ghz Its much crisper but still has some noise and now some aliasing at the window blinds... it seems related to those overbright parts. Quote Link to comment Share on other sites More sharing options...
edward Posted December 15, 2009 Share Posted December 15, 2009 It's looking good! You keep mentioning these over bright spots ... you're lighting in a linear colour workflow right? just checking. Quote Link to comment Share on other sites More sharing options...
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