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Re: siggraph 2012

Posted: Fri Aug 03, 2012 8:06 am
by andrian
Hi RayTracey,
I in the earlier post in your blog, I remember, that the Brigade showing some pretty good implementation of MLT and pathtracing, clearing caustics and tough scenarios with ease. I remember, that there was an interior, which was lit only by an opened door and the brigade implementation of MLT was been able to lit and clear the image really fast, comparing to the pathtracing. There was another scene with a ring, that showed caustics resolving pretty fast. I was wondering, is there an option to implement and add this kernel, that Brigade was using, into Octane, to speed up the rendering, as the current PMC, pathtracing or even Diffuse render in directlight mode are not efficient , slow to render. And is there a possibility to finally add a switches, so we can disable caustics for indirect or direct light sources, together with turn on/off lights sources, bumps, etc., known as diagnostic mode? This seems doing a great job in terms of speed up, in other unbiased render engines, GPU and CPU based, cutting the unpleasant fireflies, speeding the render.

PS: To add to the list with the optimizations, that can be made real time, trough all the materials, with those switches, that will give us a lot of speed up:
optimization.jpg

Re: siggraph 2012

Posted: Fri Aug 03, 2012 8:13 am
by bepeg4d
wow, it seem that in brigade you could have hdr environment and sun together :o
it would be nice to have the same thing in octane also :D
ciao beppe

Re: siggraph 2012

Posted: Fri Aug 03, 2012 12:26 pm
by kavorka
andrian wrote:Hi RayTracey,
I in the earlier post in your blog I remember that the Brigade showing some pretty good implementation of MLT and pathtracing, clearing caustics and tough scenarios with ease. I remember that there was a interior which was lit only by an opened door and the brigade implementation of MLT was been able to lit and clear the image really fast comparing to pathtracing. There was another scene with a ring that showing caustics pretty fast. I was wondering, is there be an option to implement and add this kernel that Brigade was using into Octane to speed up the rendering, as the current PMC, pathtracing or even Diffuse render in directlight mode is not efficient , slow to render. And is there be a possibility to finally add a switch so we can disable caustics for indirect or direct light sources together with turn on/off lights sources, bumps, etc., known as diagnostic mode? This seems doing a great job in terms of speed up a lot in other unbiased render engine, GPU and CPU based, cutting the unpleasant fireflies speeding the render.

PS: to ad a list with the optimizations that can be made real time trough all the materials with those switches that will give us a lot of speed up:
optimization.jpg
I agree, those optimizations would be awesome! :)
Complete realism is great, but not always necessary for renderings, especially for things like product renderings. you can often get a better image which renders faster but "faking" some stuff.

Re: siggraph 2012

Posted: Wed Aug 08, 2012 8:50 am
by Alain
I still don't see what's so special about it ?
The renderings look so great because of the "dirty" texture the Scene uses.
There is Lumion3D and other Realtime Engines that do the same or even in a better quality.
So almost every photorealistic effect comes from those (photo-)textures, the rest ist some AO, reflections and directlight.

Correct me if I'm wrong.

Kind regards
Alain

Re: siggraph 2012

Posted: Wed Aug 15, 2012 7:26 am
by Chris
That's not right, it's ray traced.

Chris

Re: siggraph 2012

Posted: Wed Oct 17, 2012 2:52 am
by JuM
Alain wrote:I still don't see what's so special about it ?
The renderings look so great because of the "dirty" texture the Scene uses.
There is Lumion3D and other Realtime Engines that do the same or even in a better quality.
So almost every photorealistic effect comes from those (photo-)textures, the rest ist some AO, reflections and directlight.

Correct me if I'm wrong.

Kind regards
Alain
Its not baked shadows or not using shadow maps as lots of realtime rendering engines do. Its raytracing. Just google about it.