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Lighting Challenges: the Bedroom


fex

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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

bedroom02_.jpg

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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 by fex
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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

bedroom03_.jpg

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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.

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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

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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

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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 by fex
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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.

bedroom04_.jpg

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