Playing around

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AdA
Licensed Customer
Posts: 30
Joined: Wed Apr 14, 2010 5:39 am
Location: Bucharest

Those are some renders I done for testing purpose, to check the limits of this awesome software.
Maybe it will be helpful...
Interior lighting
It's possible, but for the moment takes a lot of time.
Maybe in the future beside emission, we will have something like light portals.
If you look at the blinds you see in some cases a supersampling factor is needed (to choose x2, x3 / the render will be longer)
Attachments
the model is not mine
the model is not mine
salanight.png
saladay.png
gtx 275 896Mb
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[gk]
Licensed Customer
Posts: 574
Joined: Sat Jan 16, 2010 12:48 pm
Location: Denmark

Hey, your images are ultra drak, almoste black.
I would encurage you to turn up the light alot.
Amiga 1000 with 2mb memory card
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

nice, but as [gk] said, quite dark.
the upcoming 2.3 will render scenes like this much more efficient.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
GeorgoSK
Licensed Customer
Posts: 220
Joined: Sat Apr 24, 2010 4:01 pm
Location: Prague/Bratislava ;- )

I like the bathroom ;)

Tip on how you did the mirror material.. ?
Intel C4Q , 4G ram, GTX 285,
AdA
Licensed Customer
Posts: 30
Joined: Wed Apr 14, 2010 5:39 am
Location: Bucharest

For a perfect mirror specular is the best.
Here is glossy with specular map.
gtx 275 896Mb
AdA
Licensed Customer
Posts: 30
Joined: Wed Apr 14, 2010 5:39 am
Location: Bucharest

something about glass I'm missing
Seems clear to me the specular works better with hdri than with sun.
But is something strange in the fresnel efect, the transition from reflection to transparent is very short.
I tried with different IORs...

of course the smoothing is disabled
Attachments
In the left side of image the glass is suddenly less transparent.
In the left side of image the glass is suddenly less transparent.
with hdri is better
with hdri is better
with sun is not very much light behind the glass
with sun is not very much light behind the glass
gtx 275 896Mb
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

in beta 2.1 and 2.2, sunlight does not pass through glass yet.
it's scheduled for beta2.3, coming next.

about the building render, it's difficult to say, you should zoom in and inspect what's going on,
maybe it's a normal problem ? (flipped normals) ?

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
AdA
Licensed Customer
Posts: 30
Joined: Wed Apr 14, 2010 5:39 am
Location: Bucharest

Here are two details from different angles.
The geometry looks okay
I think the problem (at least on my gtx275) is the tranparency becomes completly extinct at a certain angle given by IOR
Another two examples.
Attachments
detaliu3.png
another angle
another angle
octane render ( for me smoothing is still a big problem )
octane render ( for me smoothing is still a big problem )
an old render / not octane
an old render / not octane
gtx 275 896Mb
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi,

Can you PM me your scene(s) zipped or a part of it ?
I'd like to figure this out. a fresnel is not supposed to be that hard,
i think it might be a normal issue.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
AdA
Licensed Customer
Posts: 30
Joined: Wed Apr 14, 2010 5:39 am
Location: Bucharest

Some quick dirty renderings

The hdr lighting is one of the best, but brute force (pathtracing) cannot solve everything
They are some things I'm waiting ( I know most of them are about to be done )

Most important, from my point of view are:
major improvements: MLT, Lights and why not Bidir;
minor improvements: Better specular materials, mix of materials ( thin glass, metallic paint...)
Attachments
kitchen.png
seven.png
garaj.png
gtx 275 896Mb
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