bepeg4d wrote:Good tests nuno, have you tried by rendering at double or quad for few samples and then down scaling at the original resolution?
ciao beppe
No, 3 images are original. But I'll downscale to 1280x800 (eg) for blur by AA noises from 2560x1600 (eg) after OR bought.
For downscale, open any PNG image with Paint, zoom out from 100% to 33% or 50% to lower resolution screen and capture (press keys ctrl+print) it. Run 2nd Paint program to paste this image captured and cut from it to image rendered.
gabrielefx wrote:teapot test is not ok,
when you involve many objects in interior spaces you will need 8 Titan X to get a clean image.
Fox exteriors PMC is useless, pt is a lot faster especially if you set GI clamp to 1. Also using PT with GI set to 1 you have to use caustic blur if you have metallic or very reflective objects in the scene.
For interiors you can use pmc but you need 8 fast gpus, it's better to use pt, Octane will generate sharper images, well defined texture and less noise in dark areas.
I never used glossy and specular samples at high values except you have several glass layers, I always use 8-16, rarely 24.
Caustics are useful only if you create a pool.
Don't use dispersion because it generates noise.
regards
My test is good!!
Your tips about 8 GPU's is good but I haven't very big ("professional") money. But I'll upgrade to new GeForce x80 Titan (Pascal) in Christmas and Pascal with HBM2 will be ~10x faster than Maxwell at GPU computing only.
After X80 Titan released, we'll review surprise and very good result using OR.
Do you deserve "
real-life"? If you respond me "yes" then should correct render and specular material settings:
- PMC kernel with:
24-depth (diff+glossy) for 1 clear glass only or between 100- and 300-depth for many clear glasses and/or few mirrors or for 1 3D star glass;
paralellism 1;
no caustic blur;
max GI;
5k or 10k reject.
- specular material with:
reflection between 0.9 and 0.98;
correct index of refraction* if it has dipsersion then should reduce índex dispersed as índex original from index original;
must enable dispersion with correct value*
* - see
https://refractiveindex.info/ and do formulas**
** - formulas:
- Code: Select all
B = (n_d - 1)/V_d*((0.48613^2*0.65627^2)/(0.65627^2 - 0.48613^2))
F and C = F and C wavelengthes - If wavelength = 589.3 nm then should use F = 486.13 nm and C = 656.27 nm
n_d_dispersed = n_d_original - 10/3*B
B -> dispersion coefficient
n_d -> refractive index
V_d -> abbe number
n_d_dispersed - refractive index dispersed if the dispersion is enabled, for Octane Render software only
If you have any doubt about formulas, contact me.
You may not learn abbe number/dispersion because you haven't Chemical and/or Laboratory required.