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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.
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?)
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.
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
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.
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.
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.
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.
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.