Night renders test

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MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Test using mesh emitters using pre 2.3 V4.

Image
Image
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

great work, but why so much noise ? did it take a long time to converge ?
I really can't wait until we're %100 stable and full featured to finally start the last phase, optimizing.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

slight colour correction, scale and neat image makes the result pretty good.

please, can you tell me approximately how many triangles are emissive in this scene (all together) ?
and the hardware used for the render ? (which/how many active cards?)

it would help us a lot to optimize.
mat_emitint.jpg
Thanks,
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

49,000 triangles for all emitters, and just a single GTX 470 used. These are just test renders which I only let converge for about 30 minutes. But I will submit a lot of interiors with night shots when we have a new algorithm implemented which you guys are working on and I just will love to see how it performs against MLT.
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radiance
Posts: 7633
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you could do us a great service by making 5-10 interiors with area lights, cooked clean.
For our frontpage, as most non-customers still think we're at 2.2b stage...

it will get income up and more income = more development power as i'll be getting an administrative person soon, so i can get back to programming ;)

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Sure, many of the interiors you may have seen on some of my posts, I will make a night render for each one at cleaner quality and post them all at a later time.
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Heres a couple more renders using mesh lights.

Image
Image

15,000 triangles for the emitters. 2 hours rendertime on pathtracing. There's also an issue with normal maps being lit by emitters, as you see the detail on fireplace it should look like it is relief.
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ROUBAL
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Very nice images, but I wonder : Why so many triangles for so few and simple emitting objects ?

I see only the flat TV (a rectangle : 2 triangles) and a small lamp. :shock:

Does it mean that you made all objects emitting light :?:
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
MaTtY631990
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Posts: 754
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The triangle count are just for the bulbs, which there are 5 in total, but you can only see one visible.
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ROUBAL
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OK, but why so many polygons for so simple shapes ? Would it be really noticeable with less ?

I have tried to model a flame bulb like yours, and I got 72 quad faces (144 triangles for one lamp with enough detail). From distance with smooth applied, you will not notice that it is not subsurfaced.

I applied a subsurf level of one and got 272 quad faces, so 544 triangles. For 5 lamps , you get 2720 triangles... still far under your 15000 triangles, and my original lamp extruded from a circle of 8 vertices was more detailed than necessary !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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