Another pre 2.3 light test

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Bulwerk
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300,000k poly, one light. Rendered on my Gtx 465 and getting .62 Megasample/sec. at 2560x1600
Used Defly on it and that's it.

I tried rendering the scene again with more light sources at different colors to see how the light would blend. But really could only get color based on light temperature(blue and yellow hues). Any way to emit light say as violet and or green?
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crazy room defly.jpg
DayVids
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Use texture emision

Also, this is a way to fake a shadeless material if you're using Direct lighting and not path tracing.

Dave
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tomas_p
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Not bad.

How long?
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justix
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Bulwerk wrote:300,000k poly, one light. Rendered on my Gtx 465 and getting .62 Megasample/sec. at 2560x1600
Used Defly on it and that's it.

I tried rendering the scene again with more light sources at different colors to see how the light would blend. But really could only get color based on light temperature(blue and yellow hues). Any way to emit light say as violet and or green?
NIce, directlighting..pathtracing? render time? ;)
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Bulwerk
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Pathtracing my firend,
Render time, was somewhere at 5 hours. I just let it bake while i left the house and it looked pretty good when i got back. So it reached roughly 1600 samples in 5 hours
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justix
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Bulwerk wrote:Pathtracing my firend,
Render time, was somewhere at 5 hours. I just let it bake while i left the house and it looked pretty good when i got back. So it reached roughly 1600 samples in 5 hours
thanks...5 hours :!: should we expect such rendertime with one single emitter? OK it is 16000 samples AND 300,000k poly but It sound quite ...long? maybe i'm wrong
and your gtx460 is not that far from a GTX470 :ugeek:
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Bulwerk
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Keep in mind that the render could have been acceptable after one hour i was just not there to see. And this render only got to 1500 samples by the way :) There is a point where baking longer will have minuscule effect after a certain point.
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justix
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Bulwerk wrote:Keep in mind that the render could have been acceptable after one hour i was just not there to see. And this render only got to 1500 samples by the way :) There is a point where baking longer will have minuscule effect after a certain point.
Ahhh. Obviously :mrgreen: pheeww...I though the days of shortening things up were to an end...LOL!
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radiance
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Hey,

we currently have not enabled the optimization that let's emitters with a high polycount render faster.
That's why this is so slow.

(all triangles need to be checked at each ray, so having an emitter with more than a few triangles is currently *SLOW*)
we'll add the new optimized code in the next pre-2.3

Radiance
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justix
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radiance wrote:Hey,

we currently have not enabled the optimization that let's emitters with a high polycount render faster.
That's why this is so slow.

(all triangles need to be checked at each ray, so having an emitter with more than a few triangles is currently *SLOW*)
we'll add the new optimized code in the next pre-2.3

Radiance
very good news
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