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first kitchen render

Posted: Fri Jun 25, 2010 12:16 pm
by goranmax
Hi all

here is my first render..... just testing.

I know it is not finished, but I wanted to post it to show you some issues that occured.

Render took about 16min.
Scene is rendered with a studio light HDRi texture.
I forgot to take out the glass out of the Windows....I know...but it was just for testing.

The materials can not be aded seperatly when exporting as a obj file. (exported from 3D Max)
even when they have different materials....strange.

Can you tell me how to get rid of the line that you can see in the second picture?

The scene is crashing allot when placing a new material to a object.

We neeeeed light materials fast to get more realistic feeling in the render. ( would be great when we get that soon :) )

Well that is it for now..... I hope you like it at least a bit.

best regards Goran

Re: first kitchen render

Posted: Fri Jun 25, 2010 12:47 pm
by Chris
Your "strange lines" are aliasing. You have to apply the supersampling trick, check this out: http://www.refractivesoftware.com/forum ... f=21&t=878'

And for the the area lights (mesh emitters) they are scheduled for beta 2.3

Please use the search function before asking question.

Nice images ;) Perhaps a nother camera angle?

Chris

Re: first kitchen render

Posted: Fri Jun 25, 2010 1:04 pm
by Proupin
Chris, aren't you a bit curious of why it only looks aliased on overbright areas? I did, a while ago, since with Vray this was common... what is happening is that overbright SUBpixels are burning the output pixel they belong to... there's an option called "clamp output" which effectively removes aliasing on overbright pixels (in Vray that is)

Cheers

Re: first kitchen render

Posted: Fri Jun 25, 2010 1:15 pm
by goranmax
thx for the info.

But where is the clamp output setting in Octane....I think there is none.

I searched the clamp output in the forum.... only render higher resolution and then downsample..

That is not a good resolution.....does not really work....it is just faking the result.

I will try it with pathtracing first


Goran

Re: first kitchen render

Posted: Fri Jun 25, 2010 1:17 pm
by Proupin
goranmax wrote:thx for the info.

But where is the clamp output setting in Octane....I think there is none.

I searched the clamp output in the forum.... only render higher resolution and then downsample..

That is not a good resolution.....does not really work....it is just faking the result.

I will try it with pathtracing first


Goran
As I mentioned, this is the Vray solution, but I think the name speaks for itself, it clamps sub-pixels with a brightness higher than 1 to avoid over burning the pixel (e.g. there's not such a thing in Octane...)

Re: first kitchen render

Posted: Fri Jun 25, 2010 2:47 pm
by tungee
Yafray and yafaray has also the clamp-function.
But idont know if a unbiased renderer could have a clamp function :?:

Re: first kitchen render

Posted: Fri Jun 25, 2010 2:55 pm
by Proupin
tungee wrote:Yafray and yafaray has also the clamp-function.
But idont know if a unbiased renderer could have a clamp function :?:
man, thanks for pointing it out... I'm not alone :D

Re: first kitchen render

Posted: Fri Jun 25, 2010 3:02 pm
by sam75
for the aliasing are you sure to have turned on the filter in Mesh Preview Kernel ?

Re: first kitchen render

Posted: Fri Jun 25, 2010 5:04 pm
by radiance
the best way is to just supersample, like the tutorial linked to above i made,
render at 2x or 4x the size in width and height, then downscale with a bicubic filter or so,
that gives the best result, and renders much faster than using filtering in the kernel options.
The current filter is also a WIP so it's not as good as the supersampling procedure, so i'd recommend it.

octane can't clamp as it works in HDR range.
it does clamp the final output after tonemapping to 1.0/1.0/1.0, but that's always needed otherwise you write illegal data to your 8 bit 24bpp screen or png file.

Radiance

Re: first kitchen render

Posted: Fri Jun 25, 2010 5:24 pm
by Proupin
VRay also works on a hdr range, yet the clamp feature does the trick. It's not about clamping the pixel, rather it's the subpixels containing the pixel that get clamped (does it make sense? :P)