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Corona Benchmark Scene

Posted: Fri Apr 10, 2015 10:38 am
by RobSteady
Converted Corona Benchmark Scene.
Scene improvements are welcome ;)
Corona_Benchmark_Scene-Octane.zip
(52.7 MiB) Downloaded 542 times

Re: Corona Benchmark Scene

Posted: Fri Apr 10, 2015 11:17 am
by 3dgeeks
Nice, will have to give it a go.

Re: Corona Benchmark Scene

Posted: Fri Apr 10, 2015 11:21 am
by glimpse
thanks, Rob! =)

..seen You've been making waves on their forum =DDD

Re: Corona Benchmark Scene

Posted: Mon Apr 13, 2015 11:50 am
by mvscommon

1280x720 30sec per frame (100frames) 2xGTX Titan Kernel:DirectLight/ambientOcc
https://drive.google.com/file/d/0B6qdCJ ... sp=sharing

Re: Corona Benchmark Scene

Posted: Mon Apr 13, 2015 12:26 pm
by RobSteady
Good to see people testing, but AO looks always so fake ;)
Can anyone improve the speed for PT?

Re: Corona Benchmark Scene

Posted: Mon Apr 13, 2015 12:31 pm
by whersmy
Can someone export a .orbx for non-max users?

Re: Corona Benchmark Scene

Posted: Mon Apr 13, 2015 4:35 pm
by gabrielefx
This is my version

every parameter is tweaked

regards

Re: Corona Benchmark Scene

Posted: Mon Apr 13, 2015 4:48 pm
by noelnoel
just for test, like a picture with flash.
nn_test.jpg

Re: Corona Benchmark Scene

Posted: Tue Apr 14, 2015 8:30 am
by RobSteady
@ Gabriele: Thanks! But speedwise it's a lot slower/noisier now.

@ noel: Please don't do this ;)

Re: Corona Benchmark Scene

Posted: Tue Apr 14, 2015 9:28 am
by gabrielefx
photorealistic vs speed balance is hard to find.

In your scene you clamped all caustics and glossy+diffuse bounces are set to minimum.

Also highlights are clamped to 1.

In interiors I set glossy and diffuse to 10 or 12, for exteriors 5-8 and caustics can be clamped because the sun generates visible fireflies hard to delete with the pixel filter.

I never create materials with diffuse shaders except when I need translucency for thin surfaces. For plants I alway mix diffuse and glossy.

For example the curtain material is wrong. There is no transparency. In reality we should add an opacity mask or mix a diffuse shader + specular with roughness set to 0,1 and index set to 1.