I get the desire for quick renders, but I guess I just don't understand choosing Octane (an un-biased, physically accurate renderer) and then asking for fake blurry reflections. I would much rather the devs spend their time on speeding up physically accurate rendering (such as through MIS).darkline wrote:Hey I'm not saying replace it, because there are times we all need total accuracy, just be amazing to have the option.
If you can somehow collect all the reflected samples cast onto an object, store it in a temporary map/buffer - it can be blurred by a user input and mapped back onto the object, replacing only the reflection properties of the material and overriding the noisy reflection.
As the user above states there are times images need hours of rendering to clear this noise up, it would be a fake but super quick solution to these problems.
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- BorisGoreta
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Because it is most convenient to use 1 renderer for all job tasks.
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I get the need to keep it accurate, really do, but people have been creating photoreal renders for years without unbias rendering available, using all sorts of tricks to fake things and speed renders up.
This argument of octane keeping it all accurate doesn't stack up when it already has AO mode, diffuse and fake shadow materials. I actually think the reverse is true, what's the point of having AO and diffuse modes if they are still full of noise after an hour rendering? There should be other cheats to complement these kernels and get noise free renderings quickly. Otherwise we may all just have one path tracing button. Make sense?
This argument of octane keeping it all accurate doesn't stack up when it already has AO mode, diffuse and fake shadow materials. I actually think the reverse is true, what's the point of having AO and diffuse modes if they are still full of noise after an hour rendering? There should be other cheats to complement these kernels and get noise free renderings quickly. Otherwise we may all just have one path tracing button. Make sense?
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
As Radiance mentioned a long time ago - direct lighting is for preview rendering.darkline wrote:This argument of octane keeping it all accurate doesn't stack up when it already has AO mode
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
That's actualy quite funny. Since when did preview rendering take hours to produce?
Countless people are using AO, diffuse or irradiance maps for final renders. Hollywood VFX houses included. Otoy took over development from radiance a long time ago.
Countless people are using AO, diffuse or irradiance maps for final renders. Hollywood VFX houses included. Otoy took over development from radiance a long time ago.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
darkline wrote:I get the need to keep it accurate, really do, but people have been creating photoreal renders for years without unbias rendering available, using all sorts of tricks to fake things and speed renders up.
This argument of octane keeping it all accurate doesn't stack up when it already has AO mode, diffuse and fake shadow materials. I actually think the reverse is true, what's the point of having AO and diffuse modes if they are still full of noise after an hour rendering? There should be other cheats to complement these kernels and get noise free renderings quickly. Otherwise we may all just have one path tracing button. Make sense?
+1
I don't see a way to do some magic filtering that will reduce noise on specific reflections. Remember, Octane is using path-tracing, where you have only limited possibilities in fudging things. With the GI clamp and caustic blur parameters we already added two ways to reduce noise by introducing bias.
Usually specular reflections clean up reasonably quickly, if not, you are probably seeing some paths that are rare/hard to find, but have strong contributions. Depending on the scene it may be worth trying to figure out what these paths are and maybe to tweak the scene.
One thing you could try is splitting up the rendering into the various beauty passes and filter some of them (like the indirect reflections pass) and then recombine them.
Usually specular reflections clean up reasonably quickly, if not, you are probably seeing some paths that are rare/hard to find, but have strong contributions. Depending on the scene it may be worth trying to figure out what these paths are and maybe to tweak the scene.
One thing you could try is splitting up the rendering into the various beauty passes and filter some of them (like the indirect reflections pass) and then recombine them.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
If a DL preview rendering takes hours, your scene is either set up very badly or you are rendering a ridiculously large resolution or on a very slow GPU or all of that.darkline wrote:That's actualy quite funny. Since when did preview rendering take hours to produce?
So what's your point?Countless people are using AO, diffuse or irradiance maps for final renders. Hollywood VFX houses included. Otoy took over development from radiance a long time ago.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Abstrax, if you read the whole thread the point was clear. I was countering other posters claims who said only 100% accurate was good enough, and octane should not be trying to fake things to speed up. My point was that even top notch movies fudge effects and there was nothing shameful about it, as long as it looks good.
My guess is some of these people are producing stills and not minutes worth of animations.
My second point was that if materials had a fake blurry reflection option then people would see enormous speed increases in renderings.
You say you can't do any more faking blurry reflections than you already have done, I guess the way it works you cant simple replace a reflection property with a map. So it's pretty much a mute discussion anyway if that's the case.
My guess is some of these people are producing stills and not minutes worth of animations.
My second point was that if materials had a fake blurry reflection option then people would see enormous speed increases in renderings.
You say you can't do any more faking blurry reflections than you already have done, I guess the way it works you cant simple replace a reflection property with a map. So it's pretty much a mute discussion anyway if that's the case.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
In PT with proper settings you can get very good image for animation within minutes. If you don't mind sending orbx scene I can check how fast it is being rendered.darkline wrote:Abstrax, if you read the whole thread the point was clear. I was countering other posters claims who said only 100% accurate was good enough, and octane should not be trying to fake things to speed up. My point was that even top notch movies fudge effects and there was nothing shameful about it, as long as it looks good.
My guess is some of these people are producing stills and not minutes worth of animations.
My second point was that if materials had a fake blurry reflection option then people would see enormous speed increases in renderings.
You say you can't do any more faking blurry reflections than you already have done, I guess the way it works you cant simple replace a reflection property with a map. So it's pretty much a mute discussion anyway if that's the case.
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Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540