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Interior Test

Posted: Sat Aug 11, 2012 10:09 pm
by subseth
Hi,

I'm trying to test simple interior scene with octane and I have a question.
I have this little scene with table and stuff - attached below. All objects are closed in a room. While trying to use direct lighting a cant get dark room interior (room has just one window and door), so I tried to use path tracing and it works. Great. But suddenly rendering speed goes from 6.52Ms/sec to 0.76 Ms/sec.
Now, is this normal? I mean am I doing something wrong here or is there actually such a difference between direct lighting and path tracing? The geometry has 13k tris.

Thank you for help.

Re: Interior Test

Posted: Sun Aug 12, 2012 7:42 am
by Refracty
Yes there is a big difference.
DirectLighting is mostly meant for previews.
I hope Otoy will improve the dl system so that it is usable for low light renderings. The blue tint has to be adjustable / removable for interior renderings as well.
Then the DL engine would be usable for all sorts of animations with insane speed.

Re: Interior Test

Posted: Sun Aug 12, 2012 9:34 pm
by TBFX
subseth wrote:While trying to use direct lighting a cant get dark room interior
In direct lighting mode (ambient occlusion) you need to adjust the AOdist so that it's larger than the room size otherwise once a ray gets to the AO distance it defaults to the environment and with the sun/sky on you get that blue wash. You can also use the direct light (diffuse) option which will give you a dark room and a closer approximation of realistic light transport but in my experience it is only marginally faster than path tracing for an inferior result.

T.

Re: Interior Test

Posted: Mon Aug 13, 2012 3:24 am
by Tugpsx
Decided to give your model a quick test.
Testing small room
Testing small room

Re: Interior Test

Posted: Mon Aug 13, 2012 12:03 pm
by ROUBAL
When there is no specular glass in the scene, I noticed for my own that results with Direct Lighting is nearly the same as pathtracing, and faster. But I have to say that I mainly do external scenes currently. However, I tried these days on the interior views of my current red bus scene, and noticed no difference except rendering time.

Re: Interior Test

Posted: Mon Aug 13, 2012 12:54 pm
by subseth
TBFX, I tried to set aodist and it works pretty nice, thanks. With path tracing the result is still more realistic, though.

Tugpsx, it's not entire model. What kernel did you use and what was the time of render?
What I really want to do is a kitchen in the morning. Low light with volumetric dust / light / fog through the window. That's why I need the room to be dark, so light coming from outside would be visible. Something like this > http://www-graphics.stanford.edu/course ... ndoned.jpg although it is not the inspiration I'm using.

Re: Interior Test

Posted: Mon Aug 13, 2012 4:50 pm
by Tugpsx
That was PMC rendered on GTX480 in about an hour to cleanup fireflies.
I did one with pathtracing and it was quicker, but had more fireflies for 16000 pass.

BTW tested the volumetric lighting but had to use an object for the light to pass thru for the effect. We talked about using planes for this before, there is an example here somewhere that shows a pinhole in a darken room for caustics and volumetric light.

It took forever to cleanup enough to be considered.
Rendered in 12min used obj for quick volumetric example
Rendered in 12min used obj for quick volumetric example
Fog test from octane user provided scene
Fog test from octane user provided scene