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Night renders test
Posted: Tue Sep 14, 2010 10:11 pm
by MaTtY631990
Test using mesh emitters using pre 2.3 V4.

Re: Night renders test
Posted: Tue Sep 14, 2010 10:13 pm
by radiance
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
Re: Night renders test
Posted: Tue Sep 14, 2010 10:18 pm
by radiance
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.
Thanks,
Radiance
Re: Night renders test
Posted: Tue Sep 14, 2010 10:47 pm
by MaTtY631990
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.
Re: Night renders test
Posted: Wed Sep 15, 2010 12:17 am
by radiance
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
Re: Night renders test
Posted: Wed Sep 15, 2010 12:39 am
by MaTtY631990
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.
Re: Night renders test
Posted: Thu Sep 16, 2010 2:30 am
by MaTtY631990
Heres a couple more renders using mesh lights.
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.
Re: Night renders test
Posted: Thu Sep 16, 2010 11:08 am
by ROUBAL
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

Re: Night renders test
Posted: Thu Sep 16, 2010 11:30 am
by MaTtY631990
The triangle count are just for the bulbs, which there are 5 in total, but you can only see one visible.
Re: Night renders test
Posted: Thu Sep 16, 2010 11:36 am
by ROUBAL
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 !