diningroom

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diningroom

Postby gabrielefx » Mon Jul 16, 2012 8:51 am

gabrielefx Mon Jul 16, 2012 8:51 am
original render 4000x3000 px

printable render 3500x2480 px

rendering time 12 hours (about) - 4xGTX580

13000 pps reached (about)
Attachments
kitchen_03.jpg
diningroom_octane3.jpg
Last edited by gabrielefx on Wed Jul 18, 2012 11:35 am, edited 7 times in total.
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Re: diningroom

Postby tonycho » Mon Jul 16, 2012 9:37 am

tonycho Mon Jul 16, 2012 9:37 am
Hi Gabriele, another great rendering
I am a fan of your rendering :D

do you use mix material for the white area?
is it help to make the rendering clean faster?
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Re: diningroom

Postby gabrielefx » Mon Jul 16, 2012 10:15 am

gabrielefx Mon Jul 16, 2012 10:15 am
tonycho wrote:Hi Gabriele, another great rendering
I am a fan of your rendering :D

do you use mix material for the white area?
is it help to make the rendering clean faster?


thank you.

I always mix diffuse materials because there is always a specular (glossy) component in every material.

The only thing that reduces the noise is a well distributed illumination.
Last edited by gabrielefx on Mon Jul 16, 2012 11:11 am, edited 1 time in total.
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Re: diningroom

Postby tonycho » Mon Jul 16, 2012 10:37 am

tonycho Mon Jul 16, 2012 10:37 am
I see
Thanks for the tips :)
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Re: diningroom

Postby RobSteady » Mon Jul 16, 2012 11:41 am

RobSteady Mon Jul 16, 2012 11:41 am
It's a good render, but 12 hours on 4 gtx580 and with that much noise in it ??? :shock:
I was really thinking about switching to octane from v-ray one day but this is a big argument against that.
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Re: diningroom

Postby glimpse » Mon Jul 16, 2012 12:14 pm

glimpse Mon Jul 16, 2012 12:14 pm
Nicely balanced piece Gabrielefx. Cozy to say at least =)

RobSteady wrote:It's a good render, but 12 hours on 4 gtx580 and with that much noise in it ??? :shock:
I was really thinking about switching to octane from v-ray one day but this is a big argument against that.


The bigest savings useing unbiased renders like Octane are made on human resources, not on the hardware..or rendering times. Human factor, the hours we have to put costs most in the field =) the hardware is just a fracture of that - month or two of what company has to pay for artist, when typical build might last for a year or two =)
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Re: diningroom

Postby marcio_max » Mon Jul 16, 2012 3:40 pm

marcio_max Mon Jul 16, 2012 3:40 pm
Hi, Gabriele!
Great work! :lol:
Pathtracing or PMC?
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Re: diningroom

Postby gabrielefx » Mon Jul 16, 2012 4:33 pm

gabrielefx Mon Jul 16, 2012 4:33 pm
RobSteady wrote:It's a good render, but 12 hours on 4 gtx580 and with that much noise in it ??? :shock:
I was really thinking about switching to octane from v-ray one day but this is a big argument against that.


you are right,
I forced a little bit the tonal contrast in the first photoretouched image. I added a different (cold) version.

The 3500x2500 pixels version has noticeable noise but I reduced it with Nik Dfine.

I don't use trick to illuminate a scene, I don't delete the ceilings. All materials are glossy+diffuse, many have sss.

Only one light panel stay behind the sofas because I had to balance indoor/outdoor exposure.

I used pmc but for a noiseless 4000x3000 render (the counter predicted 19 hours for 24.000 samples) we need new algorithms for noise reduction or decent Nvidia GTXs 3-4 times faster than our 580s.

Here the crop
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Re: diningroom

Postby tonycho » Mon Jul 16, 2012 8:15 pm

tonycho Mon Jul 16, 2012 8:15 pm
Hi Gabriele
have another question
why dont you use glossy material then increased some roughness etc
instead using mix material of diffuse and glossy :?:
do you found any different?

thanks before :)
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Re: diningroom

Postby gabrielefx » Wed Jul 18, 2012 10:52 am

gabrielefx Wed Jul 18, 2012 10:52 am
tonycho wrote:Hi Gabriele
have another question
why dont you use glossy material then increased some roughness etc
instead using mix material of diffuse and glossy :?:
do you found any different?

thanks before :)
TOny


Octane has an issue with smoothing. If you add a glossy mat with high roughness you will get dark surfaces if these surfaces are not facing the camera. Blending glossy+diffuse you will avoid this issue.

During this work I found a trick on how reduce the noise (not the rendering time).
Portal doesn't help to pass lights through widows . Then is a lot better to add invisible rectangular lights in front every window.
All the scene will receive more light and well distributed.
It's important to use glossy material for the glass with transparency set at 0,1, roughness at 0, reflection at 1, fresnel at 1.6

I added another shot.
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