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lambo sun

Posted: Sat Mar 27, 2010 11:56 pm
by radiance
Hey,

a little test image i decided to post.
rendered for 18 minutes, using the windows x64 version.

path tracing, daylight system with sun on a shallow angle, white glossy car material with .17nm thin film coating and a bump map on the tires. (the tire letters)
the model has 7 million triangles. ;)
memory of my GPU was 984 MB, just nearly full.
i rendered at 4x resolution, then downscaled with bicubic filtering.

it's also a model floating in air, there's no ground plane... i should have added one...

the sky was suposed to be more blue but the combination of sun angle and camera response curve and color correction in photoshop screwed it up a bit.

I will finish this scene and make some really spiffy renders of it when I have some time after beta2 is out of the door.
lambosun.jpg
just a few days more patience and you will be able to render the same images, we're getting close ;)

Radiance

Re: lambo sun

Posted: Sun Mar 28, 2010 12:33 am
by pixelrush
Re the anti aliasing issue. I know you have said this is problematic to accomplish inside Cuda but how about doing this as a 'post process' routine in CPU inside Octane. I mean leave out the realtime filtering and do it at the end as part of the image save (giving some filter options in preferences). This will make the actual rendering faster too.
I realise you can use other apps but to resize but its a nuisance/inconvenience doing that.
BTW recently there was an item at Blenderartists about how it is technically correct to take into account gamma when resizing.

Re: lambo sun

Posted: Sun Mar 28, 2010 12:46 am
by radiance
pixelrush wrote:Re the anti aliasing issue. I know you have said this is problematic to accomplish inside Cuda but how about doing this as a 'post process' routine in CPU inside Octane. I mean leave out the realtime filtering and do it at the end as part of the image save (giving some filter options in preferences). This will make the actual rendering faster too.
I realise you can use other apps but to resize but its a nuisance/inconvenience doing that.
BTW recently there was an item at Blenderartists about how it is technically correct to take into account gamma when resizing.
yeah, i could also do it on the GPU. (the resizing/downsampling).
indigo renderer does the same, it renders at 2x internally, eg the film is 2x as big, and it's downsampled on view/save.

i could implement the same but in the GPU tonemapping pipeline,
but the issue is video ram. ;)

i'll see what i can do but it will have to be for beta3, it won't make it in beta2.

Radiance

Re: lambo sun

Posted: Sun Mar 28, 2010 12:47 am
by EricDesign
great car .
not sure about all texture, the tire shader is to glossy , but overall is look nice.

Re: lambo sun

Posted: Sun Mar 28, 2010 8:07 am
by mlody47
love it great model. ( coating and shadows rox )

Re: lambo sun

Posted: Sun Mar 28, 2010 12:56 pm
by pedrofelipe
where's that pink color coming from?

Re: lambo sun

Posted: Sun Mar 28, 2010 1:18 pm
by salvation
hi radiance
maybe this is interesting for you.. i read that fryrender has a new AA-system since SP2 and it looks great...
here a small description...


"the frame buffer is downsampled using a regular 'average' (box?) filter, but the AA comes from the fact that samples accumulate in an 'infinitely dense' grid

Re: lambo sun

Posted: Sun Mar 28, 2010 1:26 pm
by radiance
pedrofelipe wrote:where's that pink color coming from?
it's due to the thin film coating, like petrol on water or soap bubbles, a new feature in beta2.

Radiance

Re: lambo sun

Posted: Sun Mar 28, 2010 1:26 pm
by radiance
salvation wrote:hi radiance
maybe this is interesting for you.. i read that fryrender has a new AA-system since SP2 and it looks great...
here a small description...


"the frame buffer is downsampled using a regular 'average' (box?) filter, but the AA comes from the fact that samples accumulate in an 'infinitely dense' grid
eh, thanks but that's not very clear...

Radiance

Re: lambo sun

Posted: Sun Mar 28, 2010 4:22 pm
by salvation
im also not sure what exactly that mean but i think.. instead to shot the rays in a pixelraster there is a infinity grid in the framebuffer??..
maybe it stores the position in that pixel and not only witch pixel... sorry for my english and thought :)