Rendering difference between 1.16 and 1.17

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Rendering difference between 1.16 and 1.17

Postby Erick » Mon Jun 10, 2013 7:55 pm

Erick Mon Jun 10, 2013 7:55 pm
I was just playing around with a mirror prop, when I spotted a difference in the renders of version 1.16 to 1.17.

So the mirror it self has a frame around it. The mat zones are left-right bars and top-bottom bars. While the side bars seem to render fine, the lower part of top and bottom bars are rendering in two different shades, as if they're two parts.
This happened in version 1.17

(next post will have a picture of version 1.16)
Attachments
1.17a3close.jpg
Last edited by Erick on Mon Jun 10, 2013 7:59 pm, edited 2 times in total.
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Re: Rendering difference between 1.16 and 1.17

Postby Erick » Mon Jun 10, 2013 7:57 pm

Erick Mon Jun 10, 2013 7:57 pm
Here's the same scene, rendered with 1.16
The top and bottom bars of the frame are good now.

What could have caused this?
Attachments
1.16a6close.jpg
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Re: Rendering difference between 1.16 and 1.17

Postby abstrax » Mon Jun 10, 2013 9:32 pm

abstrax Mon Jun 10, 2013 9:32 pm
It's is possible that the vertex normals in this scene are stuffed. Maybe Paul (face_off) can check the orientation of the normals?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: Rendering difference between 1.16 and 1.17

Postby face_off » Mon Jun 10, 2013 10:58 pm

face_off Mon Jun 10, 2013 10:58 pm
Does changing the rayepsilon makes the images the same?

The normals calculation has not changed between 1.16 and 1.17, but you can check by rendering with 1.16 and 1.17 with kernel = "deep_channel_kernel", "type" = "Geometric Normals".

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Re: Rendering difference between 1.16 and 1.17

Postby Erick » Tue Jun 11, 2013 4:39 pm

Erick Tue Jun 11, 2013 4:39 pm
Sorry for the late response ....
As suggested, I did three more tests.

Deep_chan. Geo.normals with 1.16a6 (just forgot to set the focus right)
Attachments
16a6_deep_chan.jpg
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Re: Rendering difference between 1.16 and 1.17

Postby Erick » Tue Jun 11, 2013 4:40 pm

Erick Tue Jun 11, 2013 4:40 pm
Deep_chan. 1.17a4
Virtually no difference to the 1.16 render
Attachments
17a4_deep_chan.jpg
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Re: Rendering difference between 1.16 and 1.17

Postby Erick » Tue Jun 11, 2013 4:42 pm

Erick Tue Jun 11, 2013 4:42 pm
And finally a 1.17 render with all image maps and bump and whatever pulled out. just a RGBspectrum node of 127/127/127
Attachments
17a4_no_mat.jpg
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Re: Rendering difference between 1.16 and 1.17

Postby roeland » Tue Jun 11, 2013 10:03 pm

roeland Tue Jun 11, 2013 10:03 pm
Can you also post the images using the "Shading Normals" mode? These are the ones used to calculate the shading. For objects like this, with hard edges, it should look the same as the geometric normals.

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Re: Rendering difference between 1.16 and 1.17

Postby face_off » Wed Jun 12, 2013 1:45 am

face_off Wed Jun 12, 2013 1:45 am
The reason for the difference between 1.16 and 1.17 is that there was a bug fix in 1.17 for reflections which means the mirror frame surface "normals' are interpreted differently. The fix for your scene is to DISABLE SMOOTHING on the frame material (material "sides" and "Top_and_bottom". You really should turn OFF smoothing on all flat surfaces (ie. the walls), particularly if they have a very low polygon count (ie. 1 polygon for an entire wall surface).

[EDIT: Manual updated to reflect the above info - http://render.otoy.com/manuals/Poser/?page_id=210]

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Re: Rendering difference between 1.16 and 1.17

Postby Erick » Wed Jun 12, 2013 4:26 pm

Erick Wed Jun 12, 2013 4:26 pm
Setting "smooth" to "Disabled", for the frame, indeed solves the problem.
What an impact on little check or uncheck marker can have, hehe =)
Thanks so much for the help, Paul!

@roeland, here are 2 renders, showing the shading normals (1.17).
1st one is with smoothing enabled, 2nd one with smoothing disabled:
Attachments
17a4_deep_chan_shade_norms_2.jpg
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