Author Topic: ** Corona Animation ** -- relationship setting quality/time  (Read 102934 times)

2013-09-05, 19:06:31

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Video 640X480 

.avi uncompressed
Range  0 to 80fr --> 20min.

PT+PT
Sampling PT 200 - Max intensity  20
progressiv rendering  15 sec

I wanted to ask:
Values ​​which affect the definition of the map and which on the edge!?

The Path tracing samples that she is related to the Max.sample intensity?


For example a video resolution of 640x480 which values ​​could be sufficient?


Thanks
Raf



2013-09-05, 19:08:39
Reply #1

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-09-05, 19:14:04
Reply #2

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
PT samples 200 is EXTREMELY high value, use 16-32 to get optimal results in your scene
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-05, 19:25:54
Reply #3

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra
thanks

But those high values ​​type 200/400 relate to the definition of the pixels of a map or global illumination?

I ask, because I would like to understand these relationships: when and how to use a value from another!
and especially the progressive rendering


2013-09-05, 19:30:28
Reply #4

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
After dinner try with PT 32 and leave everything as default!


2013-09-05, 19:32:58
Reply #5

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-05, 22:22:19
Reply #6

Juraj Talcik

  • Active Users
  • **
  • Posts: 3569
  • Tinkering away
    • View Profile
    • studio website
it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa

It could be good idea to create some sort of flow-chart where people would navigate to what sort of scene they have: ie. exterier/interier/natural light/artificial light/many-few lights/dof-no dof/etc..and in the end would be suggested bracket of values of these paramaters.
I think there is currently lot of confusion in how to trade between PT samples/Light samples, and what would be some sort of "universal" settings akin to traditional unbiased renderers, if one wanted "one-button" solution (or is the default closest to this?)

The flexibility of Corona is amazing, in that, you tweak as little or as much as you want, but currently the guidelines for tweaking are blurry in the documentation.
talcikdemovicova.com  Website and blog
be.net/jurajtalcik   Our studio Behance portfolio
Instagram   Our studio Instagram, managed by Veronika

2013-09-05, 22:47:22
Reply #7

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
yes, the defaults work well almost every time, except for scenes with strong DOF
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-06, 00:05:49
Reply #8

Juraj Talcik

  • Active Users
  • **
  • Posts: 3569
  • Tinkering away
    • View Profile
    • studio website
yes, the defaults work well almost every time, except for scenes with strong DOF

Good to know this, generally was my experience too. I will market this for few minutes during my talk on Symp.in on Saturday morning, I think there will be some interest for this. I think especially 3d-UN-enthusiasts such as architecture students will particulary like this engine. I still remember my fondness of Octane when I switched from MentalRay in school. There is huge market in this segment, not rich, but huge en-masse, and as long as Corona rocks so much straight out of the box without any tuning, this is what people wanted.
talcikdemovicova.com  Website and blog
be.net/jurajtalcik   Our studio Behance portfolio
Instagram   Our studio Instagram, managed by Veronika

2013-09-06, 05:07:23
Reply #9

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa

Hi Ondra

Video 640x480 ( 250 frame = time video 00:00:08sec )

PT+PT
PT samples 20 - Max samples intesity 6,0
Progressive rendering 00:00:16sec.

render scene = 01:10:00

Greats
Raf


2013-09-06, 09:49:30
Reply #11

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
good
you can also disable direct visibility of sunlight to get rid of some of the flares that pop in/out
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-06, 12:28:19
Reply #12

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good morning

Hi Ondra,
i disabled various parameters of Corona Sun to see the comparison!

If I disable all, the reflection of light shots you can get with a HDRI appropriate?
 Environment overrides from !?

Thanks
Raf

2013-09-06, 14:23:02
Reply #13

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Sampling

PT samples 16/32
for values ​​less than  Max. sample intensity >definition

2013-09-06, 15:03:14
Reply #14

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Progressive Rendering

PR/frame

PR = 0h:0m:0sec 

2013-09-06, 17:42:15
Reply #15

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
it is easy: high PT samples = bad AA/MB/DOF, good lighting, and vice versa. Then in lighting, high lights multiplier = good direct lighting and bad indirect (GI), and vice versa

Hi Ondra

Video 640x480 ( 250 frame = time video 00:00:08sec )

PT+PT
PT samples 20 - Max samples intesity 6,0
Progressive rendering 00:00:16sec.

render scene = 01:10:00

Greats
Raf


Compared to the previous values

the video will be set with the following settings


Aspect Ratio  640x480
PT+PT
PT samples 16 - Max samples intesity 0,07
Progressive rendering 00:00:08sec.
Sun disable

render scene total = 00:33:00



2013-09-06, 18:12:56
Reply #16

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
In the meantime, I'm going to grab a coffee at the bar ^ _ ^
... who are curious about what will come out of this incredible Corona!

2013-09-06, 18:43:29
Reply #17

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Aspect Ratio 640x480

Frame 250 (08 sec. of video)
Time scene render 00:00:38min.

Ondra,
about the sun light,
most likely also depends on the animated material that I have included in the scene.

I have to see him again for good!


2013-09-06, 19:22:38
Reply #19

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
"This video has been age-restricted based on our Community Guidelines"


... Am I supposed to see some genitals in the shape?
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-06, 19:39:14
Reply #20

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

also the first video of this morning.
We have to wait after which make it public.

2013-09-06, 19:40:19
Reply #21

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
"This video has been age-restricted based on our Community Guidelines"


... Am I supposed to see some genitals in the shape?

...lol  ^_^

2013-09-07, 00:58:32
Reply #22

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Aspect Ratio  640x480

Progressive rendering  00:00:08
250frames (08sec. of video)   = 38min. video rendering

2013-09-07, 01:07:31
Reply #23

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Aspect Ratio  640x480

Progressive rendering  00:00:20
250frames (08sec. of video)   = 85min. video rendering

2013-09-07, 01:32:40
Reply #24

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Aspect Ratio  640x480

Progressive rendering  00:00:56
250frames (08sec. of video)   = 02h. video rendering

2013-09-07, 02:14:48
Reply #25

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Aspect Ratio  640x480

Progressive rendering  00:00:56
250frames (08sec. of video)   = 02h. video rendering

sorry ... a distraction, Time 04h. video rendering

2013-09-07, 07:25:48
Reply #26

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good morning

These 8sec. are dedicated to the work of the staff that they are doing an excellent CoronaRenderer rendering engine both in quality and in speed.

Aspect Radio 640x480PT+PT

Time segment  0 to 250frame - format .avi uncompressed
PT samples 16 - Max. samples intensity 0,07
Progressive rendering 00:00:56
Color mapping:
Exp. -2,0  Contrast 2,82 HighLight 0,3

Corona Sun --> disable all visible
HDRI Environment overrides

http://www.dailymotion.com/video/x14csko_corona-renderer-test-animation_creation

Thanks
Raf

2013-09-08, 00:11:59
Reply #27

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Max. samples intensity

PT samples default

2013-09-08, 01:00:28
Reply #28

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
work in progress

PT samples 32   Max. samples rendering 12

2013-09-08, 09:05:45
Reply #29

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good morning

Aspect Ratio 1280x720 HD
( 08sec. ) Max. samples rendering 00:01:20 = 5h:30min.


2013-09-08, 10:02:48
Reply #30

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
verification pixel resolution
conversion by QuickTime in HD 264

Aspect Ratio original 1080x720
HD 720
 

2013-09-08, 10:10:47
Reply #31

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
verification pixel resolution
conversion by QuickTime in HD 264

Aspect Ratio original 1080x720
HD 720
 

Uncompressed video aspect ratio 1080x720 and has a size of 744Mb

converted from Quicktime HD.264 -> 26.7 Mb size   for Youtube HD

2013-09-08, 12:57:35
Reply #32

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Unifamiliar house   Animation  Aspect Ratio 1280x720 HD

inside/outside  with textures and global illumination, etc. ..!


I enclose the model schema

Greats
Raf

2013-09-10, 00:55:02
Reply #33

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Global Illumination

Configuration Renderer

Comparison   
                 --> Progressive -- PT+PT / PT+HD
                 --> Bucket  -- PT+PT / PT+HD


2013-09-11, 00:37:11
Reply #34

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Renderer : PROGRESSIVE

PT+HD
progressive rendering 00:01:16


2013-09-11, 02:12:42
Reply #35

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I chose to 6 sequences, 2 frames with more brightness and less noise effect based  1m.16sec (progressive rendering)


A = PTs 32  Max.s 20
      GI: HD CACHE  2 - 50 - 10 - 2 - 1000    Secondary  2 - 5 - 3 - 0.9 - 0    Time: 0:01:17 | Passes: 12


B= PTs 32  Max.s 20 + LSm 10
     GI: HD CACHE  2 - 50 - 10 - 2 - 100      Secondary  2 - 20 - 3 - 0.9 - 0   Time: 0:01:21 | Passes: 4


AB comparisons before the test to the  Time/Passes/Quality

2013-09-12, 00:10:58
Reply #36

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
A = PTs 32  Max.s 20
      GI: HD CACHE  2 - 50 - 10 - 2 - 1000         Secondary  2 - 5 - 3 - 0.9 - 0    Time: 0:01:17 | Passes: 12


Changed Parameters:

A = PTs 32  Max.s 20
      GI: HD CACHE  0.2 - 512 - 10 - 2 - 3000    Secondary  2 - 5 - 3 - 0.9 - 0    Time: 0:01:17 | Passes: 12


Progressive Rendering 0:01:16  Passes 0
Time rendering "effective" remains unchanged 0:01:17 

2013-09-12, 00:34:40
Reply #37

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
B= PTs 32  Max.s 20 + LSm 10
     GI: HD CACHE  2 - 50 - 10 - 2 - 100        Secondary  2 - 20 - 3 - 0.9 - 0   Time: 0:01:21 | Passes: 4


Changed Parameters:

B= PTs 32  Max.s 20 + LSm 10
     GI: HD CACHE  2 - 45 - 10 - 2 - 4000      Secondary  2 - 20 - 3 - 0.9 - 0   Time: 0:01:20 | Passes: 4



Progressive Rendering 0:01:16  Passes 0
a second less 0:01:20

2013-09-12, 01:23:04
Reply #38

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Method : PROGRESSIVE  PT+HD

Aspect Ratio 640x480

Progressive rendering
Time limit   0h:01m:16s
Pass  limit    0


comparison tests

D (default) = PTs 16  Max.s 20
      GI: HD CACHE  1 - 256 - 3 - 2 - 100          Secondary  2 - 20 - 3 - 0.9 - 0    Time: 0:01:23 | Passes: 22


A = PTs 32  Max.s 20
      GI: HD CACHE  0.2 - 512 - 10 - 2 - 3000    Secondary  2 - 5 - 3 - 0.9 - 0     Time: 0:01:17 | Passes: 12


B= PTs 32  Max.s 20 + LSm 10
     GI: HD CACHE  2 - 45 - 10 - 2 - 4000          Secondary  2 - 20 - 3 - 0.9 - 0   Time: 0:01:20  | Passes: 4

2013-09-12, 20:00:47
Reply #39

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
 'Arithmetic Mean'

Formula: Arithmetic Mean = sum of elements / number of elements
                 = a1 + a2 + a3 + ... + an / n
 
Example to find the Arithmetic Mean of 3, 5, 7.
 
Step 1: The sum of the numbers are:
               3 + 5 + 7 = 15
 
Step 2: The total numbers are:
               There are 3 numbers.
 
Step 3: The Arithmetic Mean is:
               15 / 3 = 5


Formula  = GI Arithmetic Mean
              = aD + aA + aB  / n


Renderer :PROGRESSIVE

PT + HD

PTsamples 26
Max. samples intensity 20

Lights
Samples Multipler  4,666

Progressive Rendering
Time limit  00:01:20


GI: HD CACHE  1,067 - 271 - 7 - 2 - 2367     Secondary  2 - 15 - 3 - 0.9 - 0    Time: 0:01:27 | Passes: 10

2013-09-12, 20:15:46
Reply #40

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Comparison Tests

PT + HD

A = Default
B = Mean

2013-09-12, 20:43:09
Reply #41

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

I wanted to ask:
passing from method PT+HD to method  PT+PT, the last values ​​are assigned to the secondary GI ?

Or return all to default by assigning PT+PT ?

Thanks
Raf

2013-09-12, 21:02:43
Reply #42

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Consider from this last base B, to make comparisons with other methods in function of the Time limit 00:01:20 and Time effective ..Xn

2013-09-12, 22:03:31
Reply #43

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Method  PT+PT


The example is based on the last render (B =Mean.jpg)

I made ​​the method PT + PT
Time limit of the test is 00:01:20

With the method PT+PT Time limit corresponds to the actual time of rendering !

Time: 0:01:20 | Passes: 6

2013-09-12, 22:23:49
Reply #44

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Compare  PT+HD   PT+PT

Time limit   00:01:20


PT+HD =  Time: 0:01:27 | Passes: 10

PT+PT  =  Time: 0:01:20 | Passes: 6

2013-09-12, 22:39:03
Reply #45

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Compare  PT+HD   PT+PT

Time limit   00:01:20  ( X2 )



PT+HD =  Time: 0:01:27 | Passes: 10

PT+PT  =  Time: 0:02:40 | Passes: 12

2013-09-12, 23:06:43
Reply #46

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Compare  PT+HD   PT+PT

Time limit   00:01:20  ( X5 )


PT+HD =  Time: 0:01:27 | Passes: 10

PT+PT  =  Time: 0:06:00 | Passes: 28

2013-09-12, 23:37:13
Reply #47

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Compare  PT+HD   PT+PT

Time limit   00:01:20  ( X7 )



PT+HD   =  Time: 0:01:27 | Passes: 10

PT+PT    =  Time: 0:08:40 | Passes: 39

2013-09-12, 23:57:49
Reply #48

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
The test proceeds in the opposite direction

PT+PT  PT+HD

Time limit   00:01:20  ( Xn )


PT+PT  = Time: 0:08:40 | Passes: 39

PT+HD = Time: 0:01:27 | Passes: 10 

2013-09-13, 22:20:55
Reply #49

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Compare  PT+PT   PT+HD


Time limit   00:01:20  ( X3 )  = 00:03:60



PT+PT  = Time: 0:08:40 | Passes: 39

PT+HD = Time: 0:04:07 | Passes: 29 

2013-09-13, 22:41:02
Reply #50

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test  Renderer : PROGRESSIVE

While keeping fixed the values ​​of the secondary GI and moving from method to method  PT+PT  PT+HD  the test result was as follows :


PT+HD the method is faster and well defined !

2013-09-13, 23:41:55
Reply #51

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Speed ratio PT+HD is 1,79 compared to the method PT+PT

About twice as fast

2013-09-14, 00:06:50
Reply #52

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
Speed ratio PT+HD is 1,79 compared to the method PT+PT

About twice as fast
that is extremely dependent on a scene. I think you overall focus too much on a specific scene and a specific implementation of HD cache, that will certainly change in the future ;)
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-14, 10:11:36
Reply #53

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

This test I need to figure out how to optimize time video/photo

Here, the comparison function of time
Time limit   00:01:20  ( X9 )  = 10,8  (11min.)


Method Progressive PT+HD   Aspect Ratio 16:9  Size 1920x1080


(11min.)
PT+HD = Time: 0:11:40 | Passes: 12   --> 0,8869 sec. / xPasses

(20min.)
PT+HD = Time: 0:20:40 | Passes: 23   --> 0,8869 sec. / xPasses   

(30min.)
PT+HD = Time: 0:30:39 | Passes: 35   --> 0,8682 sec. / xPasses   

(40min.)
PT+HD = Time: 0:40:41 | Passes: 43   --> 0,9397 sec. / xPasses   


The mean 0,8955 sec. / xPasses


With a size of 1920x1080
the CPU did not have temperature problems was maintained within the limits   Temperature CPU °67/°68

Beforehand:
Bucket testing with PT+PT + size 640x480 and Time limit 18min
noted repeatedly warning the seventh minute onwards   CPU °72



http://www.youtube.com/watch?v=TDQmUj8-no4

2013-09-14, 10:31:55
Reply #54

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Speed ratio PT+HD is 1,79 compared to the method PT+PT

About twice as fast
that is extremely dependent on a scene. I think you overall focus too much on a specific scene and a specific implementation of HD cache, that will certainly change in the future ;)

Until now I have never used Vray, Maxwell, Indigo, ect .. to the end, because they seemed too slow!

I always simulated the scene with standard lights max and various tricks

But CoronaRender is another way ^ _ ^...

2013-09-14, 18:03:59
Reply #55

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

I applied a light personalized .ies

Using either the default PT+PT  PT+HD light central difficulty to fade. (right / left not) you see in the image.

The lights are clones as instances


Thanks
Raf

2013-09-14, 19:54:10
Reply #56

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello
I saw that changing the values ​​of Corona Setting,

in Material Editor slot defaul CoronaMtl changes appearance.

So everything is according to the setting parameters of the interface?


This aspect, which may affect the final scene and rendering speed?


Greats
Raf

2013-09-14, 20:27:20
Reply #57

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile

2013-09-14, 21:18:15
Reply #58

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
No, it's just quality of materials displayed in mat editor. :)

Hi maru  ^_^

Thank you very much
Raf

*..maru all right?*

2013-09-15, 10:14:02
Reply #59

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good morning

The next Test of the method Bucket,
waiting to be released version Alpha6 because I do not have access to the daily build

Bucket ---> PT+PT
Bucket ---> PT+HD

base reference Thread
http://corona-renderer.com/forum/index.php/topic,1380.msg10176.html#msg10176

2013-09-15, 18:06:38
Reply #60

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good evening

Hi Ondra,
in the previous example, the light .ies central presents more bright spots.


Observation:
After several tests, this effect is due to interference of the light beam projected on the sculpture.
I did not understand what the problem was.

I added a line element composed of 500 lights and the effect was accentuated more noice.

This effect of noise on the light would disappear by increasing the rendering time?


PT+HD Time limit 10/11min. (Test)
Showing difference before and after the 500 lights


Greats
Raf

2013-09-15, 18:16:22
Reply #61

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Enclosure:

before and after effect noice ... where you can see the light. ies

2013-09-15, 19:38:43
Reply #62

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Comparison

Preview rendering "Crop" 11min

A = all values ​​light
B = disable refraction

 - With the crop can not see the effect of noise in the light

- With the rendering integer 20min still remains the effect noise
(see attached image)

Test - rendering 20min. Time limit - is present the effect noise
(see attached image)


Possible that the problem depends on the cam (Dof)?



2013-09-15, 19:57:51
Reply #63

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
example

2013-09-15, 20:07:28
Reply #64

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
test  DOF disable

does not change!

2013-09-15, 20:10:14
Reply #65

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
DOF disable example

2013-09-15, 20:24:48
Reply #66

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
scene

2013-09-16, 00:41:06
Reply #67

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,
from which parameter depends on the amount or the pixel size as in the picture?

Thanks
Raf

2013-09-16, 00:44:58
Reply #68

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
PT+HD
Time limit 30min | Size 2500x1875

Time 0:30:19 | Passes 31

2013-09-16, 00:50:14
Reply #69

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
Hi Ondra,
from which parameter depends on the amount or the pixel size as in the picture?

Thanks
Raf

what do you mean by "pixel size"?
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-16, 01:04:12
Reply #70

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I hope to make me understand (sorry for the incorrect english)

For a higher resolution and compactness of pixels,
there is a parameter that improves the image quality?

Or the quality of the final rendering depends on length of time?

2013-09-16, 01:17:50
Reply #71

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
I still dont understand. You are showing zoomed-in portion of an image. The only way to make it better is to increase the resolution
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-16, 01:28:26
Reply #72

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Thus increasing the resolution
type from 640x480 to 2500x1875 changes the image quality.


The value of antialiasing, the PT method conforms to the parameters VFB setting?

--- >  AA - Image filter?

2013-09-16, 01:42:10
Reply #73

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
I am really sorry, I just cannot understand you. You either need to find better translator, or learn english.
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-16, 01:53:46
Reply #74

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Sorry Ondra,

what does that mean, the subdivisions ..?
by Rawalanche
http://corona-renderer.com/forum/index.php/topic,1380.msg10176.html#msg10176

Makes reference to the quality of the pixels?



2013-09-16, 01:55:03
Reply #75

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
that is AA samples, which determine how jagged will be the edges/DOF/motion blur
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-16, 01:59:30
Reply #76

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
PT+HD 
Time Limit  15min.

Daylight Sistem ---> CoronaSun+Skylight
Time 0:15:13 | Passes 40

2013-09-16, 02:01:48
Reply #77

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
that is AA samples, which determine how jagged will be the edges/DOF/motion blur

ahhhh ....

Thank you very much Ondra
you've been very kind and patient

You are always the best ^ _ ^

2013-09-16, 02:09:31
Reply #78

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
...it is powerful CoronaRenderer !!

2013-09-16, 08:19:24
Reply #79

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good morning

The method PT+HD proved to be efficient in both speed and quality.

CPU temperature normal.



The next test will be done on reflective objects refractive.


Good day to all
Greats
Raf

2013-09-19, 23:23:47
Reply #80

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good evining

Hi Ondra,
question about rendering with the environment background image in viewport and Corona

A - Environment Background in Viewport + CoronaLight  = OK
B - Environment Background in Viewport + Daylight Sistem -->CoronaSun+SkyLight = OK
C - Environment Background in Viewport + CoronaSun = OK
D - Environment Background in Viewport  with Post Processing becomes a problem

There is a method for both day and night use:
- include and exclude the  from the post processing Environment Background being rendered?
- and calculate the exposure of Environment background with the scene?


PS: "Without going to Photoshop"


Thanks
Raf

2013-09-19, 23:33:11
Reply #81

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Step later, I continue to work

Greetings
Raf

2013-09-20, 10:09:09
Reply #82

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile

2013-09-20, 13:25:42
Reply #83

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru

I have to check when I get back home this evening .
Maybe it will be 32bit

Thanks
Raf

2013-09-20, 21:49:32
Reply #84

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
This background is not a 32-bit file, right?

Hi maru,

I checked.
They gave me a photo 24bit !


2013-09-22, 15:31:33
Reply #86

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru

The mystery of the 24 and 32 bit, you solved ^ _ ^

Is always the possibility to render the background environment excluding or including the Light in Post Processing

2013-09-22, 16:38:05
Reply #87

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru,

This example of Alex Twigg would be my initial question, the report physical environment background in the scene,

See many interior, but few outside in relation to the object to be integrated.

I attach video tutorial


Greats
Raf

2013-09-22, 17:24:14
Reply #88

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Work in progress

Render with  Environment Background in Viewport 

2013-09-24, 22:05:33
Reply #89

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
BUCKET method


The test is performed on the last base of the progressive method PT+HD

2013-09-24, 22:11:14
Reply #90

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
COMPARE

PROGRESSIVE         PT+HD   
BUCKET  (DEFAULT)     PT+HD

Time limit   00:01:20



PT+HD   =  Time: 0:01:28 | Passes: 10

BUCKET  =  Time: 0:01:28 | Passes: 1

2013-09-25, 00:49:28
Reply #91

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
VALUES BUCKET  Min.@Max

Time Limit  0:01:20



A = Values min.
BUCKET  =  -6   1   0,00

B = Values max.
BUCKET  = 10  10  1,0

2013-09-25, 01:02:48
Reply #92

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
VALUES BUCKET  Min.@Max.

Passes  1


A = Values min.
Bucket =  -6   1   0,00  | Time: 0:06:09 | Passes: 1

B = Values max.
Bucket = 10   10   1,0  | Time: 0:20:58 | Passes: 1


2013-09-25, 18:39:26
Reply #93

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi,

for those of you who have access to daily builds, functionality of bucket rendering has been partially fixed, and it is now very easy to use.

Basically:

Subdiv AA sets the base AA quality.

Adaptive threshold sets how significant difference in the pixel value needs to be for adaptive refinement to occur.

Adaptive steps set the amount of adaptive steps each of which will refine the bucket further.

So if you set subdiv AA to 4, adaptive steps to 4 and adaptive threshold to 0.02, then:

- initial adaptive step will be rendered constantly using 4 subdivs per pixel
- next adaptive step will sample any pixels with difference larger than 0.02 with additional 4 subdivs set in subdiv AA
- and two more adaptive steps will proceed looking for any pixels with difference larger than 0.02, and keep refining them using 4 more AA subdivs

http://corona-renderer.com/forum/index.php/topic,1380.msg10176.html#msg10176

Optimal values ​​provided by Rawalanche  : Noise absent

AA 4   Ast.Ath. 0,02   | Time: 0:17:15 | Passes: 1


2013-09-25, 23:54:59
Reply #94

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
1  TEST

Passes: 3

for negative values ​​of AA  greater noise
for positive values  ​​of AA  minor   noise

AA>=Ast       0,15 <Ath> 0,02

AA  >=3
Ast >=2


2013-09-27, 01:50:19
Reply #95

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
2  TEST

Passes 1   Size 640x480


A = AA 6   Ast. 3  Ath. 0,10   | Time: 0:10:36  | Passes: 1
B = AA 6   Ast. 3  Ath. 0,08   | Time: 0:12:31  | Passes: 1
C = AA 8   Ast. 4  Ath. 0,15   | Time: 0:12:33  | Passes: 1
D = AA 4   Ast. 4  Ath. 0,02   | Time: 0:17:27  | Passes: 1
E = AA 9   Ast. 3  Ath. 0,08   | Time: 0:20:32  | Passes: 1
F = AA 8   Ast. 3  Ath. 0,06   | Time: 0:21:44  | Passes: 1


2013-09-27, 02:27:41
Reply #96

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

A = AA 6   Ast. 3  Ath. 0,10   | Time: 0:10:36  | Passes: 1
B = AA 6   Ast. 3  Ath. 0,08   | Time: 0:12:31  | Passes: 1
C = AA 8   Ast. 4  Ath. 0,15   | Time: 0:12:33  | Passes: 1
D = AA 4   Ast. 4  Ath. 0,02   | Time: 0:17:27  | Passes: 1
E = AA 9   Ast. 3  Ath. 0,08   | Time: 0:20:32  | Passes: 1
F = AA 8   Ast. 3  Ath. 0,06   | Time: 0:21:44  | Passes: 1


Passes 1    Size 1920x1080    |  Time: 2:01:09

2013-09-28, 00:15:28
Reply #97

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
3  TEST

Passes 4   Size 640x480


G = AA -3  Ast. 3  Ath. 0,07  | Time: 0:09:55  | Passes: 4
H = AA 3   Ast. 2  Ath. 0,15   | Time: 0:12:31  | Passes: 4
D = AA 4   Ast. 4  Ath. 0,02   | Time: 0:17:27  | Passes: 1
I  = AA 4   Ast. 2  Ath. 0,09   | Time: 0:19:02  | Passes: 4

2013-09-28, 00:29:34
Reply #98

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

G = AA -3  Ast. 3  Ath. 0,07  | Time: 0:09:55  | Passes: 4
H = AA 3   Ast. 2  Ath. 0,15   | Time: 0:12:31  | Passes: 4
D = AA 4   Ast. 4  Ath. 0,02   | Time: 0:17:27  | Passes: 1
I  = AA 4   Ast. 2  Ath. 0,09   | Time: 0:19:02  | Passes: 4


Passes 3    Size 1920x1080    |  Time: 1:37:03

2013-09-28, 02:47:40
Reply #99

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

G = AA -3  Ast. 3  Ath. 0,07  | Time: 0:09:55  | Passes: 4
H = AA 3   Ast. 2  Ath. 0,15   | Time: 0:12:31  | Passes: 4
D = AA 4   Ast. 4  Ath. 0,02   | Time: 0:17:27  | Passes: 1
I  = AA 4   Ast. 2  Ath. 0,09   | Time: 0:19:02  | Passes: 4


Passes 1    Size 1920x1080    |  Time: 1:58:57

2013-09-28, 03:22:31
Reply #100

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Method : BUCKET  PT+HD

Base Size 1920x1080
comparison tests - Area to Render :Region


A = AA 4   Ast. 4  Ath. 0,02   | Time: 1:58:57  | Passes: 1
B = AA 4   Ast. 2  Ath. 0,09   | Time: 1:37:03  | Passes: 3
C = AA 9   Ast. 3  Ath. 0,08   | Time: 2:01:09  | Passes: 1

2013-09-28, 11:35:24
Reply #101

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
'Arithmetic Mean'


A = AA 4   Ast. 4  Ath. 0,02   | Time: 1:58:57  | Passes: 1
B = AA 4   Ast. 2  Ath. 0,09   | Time: 1:37:03  | Passes: 3
C = AA 9   Ast. 3  Ath. 0,08   | Time: 2:01:09  | Passes: 1
_______________________________________________

TEST = AA 5,66   Ast. 3  Ath. 0,05   | Time: 0:00:00  | Passes: 1

The test will be performed around these values, Time and quality!

2013-09-28, 11:56:06
Reply #102

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test Bucket values

    5 <AA> 6     Ath. = 3     0.04 <Ast.> 0.06

2013-09-28, 13:36:51
Reply #103

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Size 640X480   Passes 1

A = AA 5   Ast. 3  Ath. 0,06   | Time: 0:11:54  | Passes: 1
B = AA 5   Ast. 3  Ath. 0,05   | Time: 0:12:52  | Passes: 1
C = AA 5   Ast. 3  Ath. 0,04   | Time: 0:13:29  | Passes: 1
D = AA 6   Ast. 3  Ath. 0,06   | Time: 0:14:57  | Passes: 1
E = AA 6   Ast. 3  Ath. 0,05   | Time: 0:16:29  | Passes: 1
F = AA 6   Ast. 3  Ath. 0,04   | Time: 0:17:32  | Passes: 1

2013-09-28, 17:21:34
Reply #104

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Size  1920x1080   

A = AA 5   Ast. 3  Ath. 0,06   | Time: 0:11:54  | Passes: 1
B = AA 5   Ast. 3  Ath. 0,05   | Time: 0:12:52  | Passes: 1
C = AA 5   Ast. 3  Ath. 0,04   | Time: 0:13:29  | Passes: 1
D = AA 6   Ast. 3  Ath. 0,06   | Time: 0:14:57  | Passes: 1
E = AA 6   Ast. 3  Ath. 0,05   | Time: 0:16:29  | Passes: 1
F = AA 6   Ast. 3  Ath. 0,04   | Time: 0:17:32  | Passes: 1


 | Time: 0:13:29  | X2 | X3 | = 79min.

C = AA 5   Ast. 3  Ath. 0,04   | Time: 1:19:22  | Passes: 1

2013-09-28, 17:33:19
Reply #105

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Size  1920x1080

A = AA 5   Ast. 3  Ath. 0,06   | Time: 0:11:54  | Passes: 1
B = AA 5   Ast. 3  Ath. 0,05   | Time: 0:12:52  | Passes: 1
C = AA 5   Ast. 3  Ath. 0,04   | Time: 0:13:29  | Passes: 1
D = AA 6   Ast. 3  Ath. 0,06   | Time: 0:14:57  | Passes: 1
E = AA 6   Ast. 3  Ath. 0,05   | Time: 0:16:29  | Passes: 1
F = AA 6   Ast. 3  Ath. 0,04   | Time: 0:17:32  | Passes: 1


 | Time: 0:16:29  | X2 | X3 | = 97min.

E = AA 6   Ast. 3  Ath. 0,05   | Time: 1:34:16  | Passes: 1


2013-09-28, 19:15:41
Reply #106

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Comparison

Method : BUCKET  PT+HD

by tests carried out, the result was as follows:


casuistry

a)   for negative values ​​of AA  greater noise
      for positive values  ​​of AA  minor   noise (uniform effect in relation to Ath.)
 
b)   AA>=Ast.     0,15 <Ath.> 0,02

c)   with values ​​of    3 <AA> 2   and   Ast.= 2      required minimum    5 Passes
      with values ​​of         AA= 4   and   Ast.= 2      required minimum 3/4 Passes

d)  with values ​​of         AA>= 4  and   Ast.>= 3   required minimum    1 Passes (Passes> 1  the higher the rendering time)


List, I report the comparison of some selected values on a base Size 1920x1080 :

A = AA 5   Ast. 3  Ath. 0,04   | Time: 1:19:22  | Passes: 1
B = AA 6   Ast. 3  Ath. 0,05   | Time: 1:34:16  | Passes: 1
C = AA 4   Ast. 4  Ath. 0,02   | Time: 1:58:57  | Passes: 1
D = AA 4   Ast. 2  Ath. 0,09   | Time: 1:37:03  | Passes: 3
E = AA 9   Ast. 3  Ath. 0,08   | Time: 2:01:09  | Passes: 1


Of course, the times are always in function of the hardware in use and the size of the rendering and setting GI secondary

2013-09-28, 19:39:34
Reply #107

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
TEST  with and without Bucket


Reference for comparison

with Bucket
B = AA 6   Ast. 3  Ath. 0,05   | Time: 1:34:16  | Passes: 1

2013-09-28, 23:03:30
Reply #108

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

a question:
the method Bucket, is a method based on data compression?

Thanks
Raf

2013-09-29, 01:13:01
Reply #109

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
data compression? What? Probably a bad translation, but anyways, there is nothing even remotely related to data compression in rendering or corona
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-09-29, 03:01:57
Reply #110

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Thank Ondra,

therefore, no compression pixels or data loss!
I asked because there is one thing that I would understand with you and Rawalanche.

Time to finish the final rendering with the Progressive method for comparison.

2013-09-29, 05:47:21
Reply #111

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
TEST  with and without Bucket

Reference for comparison

with method Bucket  PT+HD
A = AA 6   Ast. 3  Ath. 0,05   | Time: 1:34:16  | Passes: 1

with method Progressive  PT+HD
B = Time Limit: 1:34:16 | Passes: 98


Progressive with the method, the scene is brighter and the noise effect is more uniform.
Bucket with the method, the angle of the wall, we do not perceive

2013-09-29, 05:53:08
Reply #112

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
TEST  with and without Bucket

A B comparison

2013-09-29, 06:02:12
Reply #113

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
TEST  with and without Bucket

The image A, has left an artifact (in the middle at a right angle - this angle is repeated for all test method with Bucket)

Progressive with the method ( with Time Limit 2h or 3h , this artifact is not seen )

2013-09-29, 06:17:16
Reply #114

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
TEST  with and without Bucket

TEST N° 2

with method Bucket  PT+HD
A = AA 4   Ast. 4  Ath. 0,02   | Time: 1:58:57  | Passes: 1

with method Progressive  PT+HD
B = Time Limit: 2:38:56 | Passes: 168
C = Time Limit: 3:51:15 | Passes: 241  (Extrem)


The image A, is always dark,  has left an artifact ( the angle of the wall, we do not perceive)

2013-09-29, 06:25:17
Reply #115

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test result   --> Progressive - Bucket 


Progressive PT+HD 
the method is more stable and efficient


2013-09-29, 11:35:46
Reply #117

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good morning


Artifact

Test ---> Bucket - Progressive

2013-09-29, 11:39:58
Reply #118

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
This anomaly,
occurs on tests carried out by the method bucket

2013-09-29, 12:11:25
Reply #119

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I add my observation of this test

Bucket that is really impressive!

2013-09-29, 20:24:28
Reply #120

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

VFB in the image is in a way
saving the image appears to me in another way (darker)

only lights in the scene .ies and emission material

- The base of the light. Ies you can make it invisible?


Greats
Raf

2013-09-29, 21:21:05
Reply #121

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile
As far as I remember, you can untick "show CoolLines (R) (TM) in viewport" to hide IES shape.

Your image is darker after saving probably because you messed something with gamma. If you are saving to .jpg make sure you are using gamma 2.2 EVERYWHERE.




2013-09-29, 22:14:33
Reply #122

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-09-30, 00:03:02
Reply #123

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Bucket
AA = 4  Ath. = 2   Ath. = 0,09   | Passes:3 |

1Passes / 0:01:01


Thanks maru
I have used this method to check

http://www.cg-blog.com/index.php/2013/06/08/gamma10-max2014.htm

2013-09-30, 00:17:25
Reply #124

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

What indicates the Rays/s ?

Thank
Raf

2013-09-30, 01:15:21
Reply #125

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Bucket + Dof
AA = 4  Ath. = 2   Ath. = 0,09   | Passes: 5 |

1Passes / 0:01:07

2013-09-30, 01:19:40
Reply #126

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test  Bucket + Dof

2013-09-30, 01:26:51
Reply #127

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile

2013-09-30, 01:33:29
Reply #128

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-09-30, 01:49:34
Reply #129

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Nice guide!...Thanks

Are you the number one



Good night

2013-09-30, 22:54:29
Reply #130

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

CoronaLight ( .ies )  Rectangel light - Visible

The Rectangel light is visible only when you apply the light .ies

2013-09-30, 23:07:30
Reply #131

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
The scene is no post processing

only lights .ies

2013-10-01, 00:14:03
Reply #132

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
test

2013-10-01, 02:24:28
Reply #133

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
AA = 4  Ath. = 2   Ath. = 0,09   | Passes: 7 |


Good night

2013-10-01, 22:05:58
Reply #134

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

CoronaLight ( .ies )  Rectangel light - Visible

The Rectangel light is visible only when you apply the light .ies


rectification

2013-10-01, 22:10:36
Reply #135

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
sorry,
.gif correct

2013-10-05, 10:42:11
Reply #136

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
PT+HD 
Time Limit  15min.

Daylight Sistem ---> CoronaSun+Skylight
Time 0:15:13 | Passes 40

Good morning


I have a question to ask

it is possible that after upgrading SP3 max2014 there are problems with VFB?

VFB +with Crop

I post some pictures of reference

2013-10-05, 10:57:07
Reply #137

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
VFB without Crop
(but with difficulty in reading the passes-memory-rays and picture zoom)


2013-10-05, 11:44:28
Reply #138

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I did a test on another file, and it's all ok
size 2500x1875 with Crop

But it is strange, the last rendering option Crop worked
http://corona-renderer.com/forum/index.php/topic,1486.msg11852.html#msg11852


file Test VFB :I post some picture of reference
2500X1875 with Crop

2013-10-05, 15:18:39
Reply #139

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

the link refers to video demonstration VFB, where I found this anomaly

http://videobam.com/haeCU

2013-10-05, 17:22:42
Reply #140

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Output Size

1900x1425  ok

2013-10-05, 17:24:12
Reply #141

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Output Size

2500x1875

the problem starts

2013-10-06, 23:52:18
Reply #142

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
After several attempts and tests
applying the Crop option, the window VFB has display problems

begin artifacts ...Zoom does not work, the time bar is not read, difficulty seeing rendering preview etc..etc

 

2013-10-06, 23:52:56
Reply #143

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Crop

2013-10-07, 02:06:53
Reply #144

listy

  • Active Users
  • **
  • Posts: 13
    • View Profile

2013-10-07, 02:36:52
Reply #145

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello listy

The system has not reported CPU temperatures beyond the limit,
even at temperatures of 72 ° C has never given problems.

One two three days I used the Crop, and I saw that the VFB has display problems

It 'a mystery ^_^

Thank
Raf

2013-10-07, 20:44:55
Reply #146

listy

  • Active Users
  • **
  • Posts: 13
    • View Profile

2013-10-08, 03:43:43
Reply #147

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Solved

(I just have to increase the RAM to have a size of render Width 6000/8000 pixels)
currently my PC has only 8Gb Ram

I used an old MAXScript 2003 "RenderEffect" that can be changed, using the extension. Jpg. Exr. Bmp ...
also you can divide the area of rendering from 1 to 10 parts (edit)
___________________________________________________________________________________


(
   rollout params "BIGRender Parameters" (
      group "Output Size" (
         spinner tamH "Width: " align:#left range:[0,99999,640] type:#integer fieldWidth:50
         spinner tamV "Height:" align:#left range:[0,99999,480] type:#integer fieldWidth:50
      )
      group "Subdivision"(
      spinner subdivH "Subdivide Horizontal by: " align:#left range:[1,10,1] type:#integer fieldWidth:40
      spinner subdivV "Subdivide Vertical by: " align:#left range:[1,10,1] type:#integer fieldWidth:40
      )
      group "Render"(
         button filsav "Save as..."
         checkbox vf "Display Renders" checked:false
         edittext akita "" enabled:false
         button rend "RENDER" enabled:false
         label tantode "0/0" align:#left
         progressBar barra   
      )
      group "About"(
         label sobre "BIGRender"
         label sobre1 "Tomas Cayuela Caudevilla"
         label sobre3 "Discreet Training Instructor"
         label sobre2 "tomasc@salleurl.edu"
         label sobre4 "This Plugin is FREEWARE"
      )
      on filsav pressed do(
      filenam=getSaveFileName caption:"Save as:" types:"BMP(*.bmp)|*.bmp|"
      akita.text=filenam
      rend.enabled=true
      )
      on rend pressed do(
         barra.value=0
         prog=0
         rend.enabled=false
         sH=tamH.value/subdivH.value
         sV=tamV.value/subdivV.value
         for j=1 to subdivV.value do(
            for i=1 to subdivH.value do (
               if keyboard.escPressed then exit
               a=(j-1)*sV
               b=(i-1)*sH
               c=j*sV
               d=i*sH
               indexH=i-1
               indexV=j-1
               arx_nom=getfilenameFile akita.text
               arx_path=getfilenamePath akita.text
               arxiu = arx_path + arx_nom + indexV as string + indexH as string + ".bmp"
               render vfb:vf.checked outputfile:arxiu outputwidth:tamH.value outputheight:tamV.value renderType:#crop region:#(b,a,d,c)
               barra.value=barra.value+(100.0/(subdivH.value*subdivV.value))
               prog=prog+1
               prog2=subdivH.value*subdivV.value
               progf=prog as string + "/" + prog2 as string
               tantode.text=progf
            )
         barra.value=barra.value+(100.0/(subdivH.value*subdivV.value))
         )            
         barra.value=100   
      )   
   )
)

_______________________________________________________________________________


using this script, the VFB, shows no artifact: ok zoom, image display ok,  time bar ok


place two examples

Size 3000x2250
Size 5200x3900 with subdivH 2 , subdivV. 1




2013-10-08, 03:45:53
Reply #148

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
-------------------------------------
---          BIGRENDER            ---
-------------------------------------
-- Make a "infinite" render without--
-- memory problems and compose it  --
-- after rendering.         --
-------------------------------------
-- Author : Tomas Cayuela    --
-- August 2003   --
-- tomasc @ salleurl.edu         --

label sobre4 "This Plugin is FREEWARE"
-------------------------------------

2013-10-08, 12:46:31
Reply #149

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test seize with BigRender
i7-2600K CPU @ 3.40Ghz - Ram 8Gb

"all depending on the hardware and Ram"
. with complex scenes (geometry, materials) on 8Gb of RAM can render up to max 5300px withd
. with less complex scenes you can also render to 6000/9000 px...


Method Default  PT+PT
2 Passes
+ Dof

CPU temperature within the limits!

Greats
Raf
place two examples (test)
VFB had no problems

2013-10-08, 17:39:53
Reply #150

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey rafpug,

Have you tried using Bucket renderer for animation?
After some testing I found out that using the Bucket method helps with noise by adding adaptation, while still maintaining the advantages of an unbiased solution as opposed to using HD. Plus its relatively fast..

Under "Renderer: Bucket" settings try something like:

subdiv AA: 2-6 (Overall Quality)
adaptive steps: 2-6 (Adaptation)
apaptive thresh.: Higher values increase adaptation as opposed to lower..

You might need to experiment with the above values a bit to get optimal results but generally higher values give better results but takes longer to finish the pass..

If you test the above method let us know of the results any info will be much appreciated since I'm still experimenting as well..
« Last Edit: 2013-10-09, 17:31:10 by Eian »

2013-10-08, 21:56:43
Reply #151

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello Eian

Your animation is a sequence of images (with the next step, use a video editing) or by calculating the output video directly from 3dstudio?

Which of these two methods are you using?
The video size you are using?

Regarding the method, one can use both the progressive that the bucket, but it must reason in a different manner with the two methods paying attention to the parameters!

The variables are many
size - frame - passes=time limit  or time limit=passes - AA - GI sec ...etc etc !

Greats
Raf

2013-10-08, 22:08:00
Reply #152

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I forgot to tell

that if it comes to animation
the frame or the passes=time limit  must be less than 2min., otherwise, the length of the video becomes interminable!

Greats
Raf

2013-10-09, 14:18:46
Reply #153

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Oh ok sorry, it seems like I didn't get the point of this thread quite well..
I thought it was about optimal settings that can get you best results in less time..

As for animation I think you should first try and find the optimal settings for different shots in each of your scenes.
Animation is nothing more than sequences of images, a renderer as in this case Corona has no effect on the way a video is encoded it just gives you the images.
There are many programs you can use to composite these images and make the final video.

As for the settings I believe they're pretty straightforward if you don't use the "Debug UI".

If you want to get an unbiased solution which yields the best results you could try leaving everything to default (PT+PT) and then changing only parameters that might be needed for your scene.

For example if you have a complex refractive object you would have to raise "max ray depth" parameter in order to
change the maximum number of times a ray can be refracted and get the correct result.
As for "path tracing samples" 16/32 (few times 64) is best, in order to provide an even distribution of sampling..
And so on..

Now I mentioned "Bucket Method" because it gives you adaptation which I believe is what you would look for when you want to have fast results with even noise distribution across your images. It's closer to the way Arnold Renderer works which is used in films lately, hence used for animation.

Still excuse me if I fail to understand the context of your question.

Cheers..
« Last Edit: 2013-10-09, 16:47:43 by Eian »

2013-10-09, 19:11:56
Reply #154

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello Eian
thank you for answering

....no, quiet....indeed, I want to better understand and share your information.

a premise:
I do not have much depth rendering engines like Maxwell Indigo Vray rendering, but this Corona Render I'm going to know in detail, because at first glance and 'very fast.

You did well to write.
I'm here to investigate the use of this rendering engine and try to share with others the advice.

Now I'm out and I'm writing from your mobile phone.

Tonight I try to put in order my final tests with the example of a video and share it with your advice in order to find the optimal solution.

Thanks
Raf

2013-10-10, 00:43:07
Reply #155

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

For example if you have a complex refractive object you would have to raise "max ray depth" parameter in order to
change the maximum number of times a ray can be refracted and get the correct result.


Hello Eian

then

1)  object complex refractive ---> value "Max ray depht" > 25
this value has a great influence on the rendering time?

2013-10-10, 00:44:43
Reply #156

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey rafpug,

I'm glad if any of my information could prove useful.

I'm still experimenting with Corona as well, and having some in depth experience with a couple of other rendering engines
I must say that Corona seems indeed very promising..
Having used Arnold Render lately, which I find it to be quite similar to Corona (especially when Bucket mode is used)
I noticed some aspects that Corona seems superior, like complex transparent materials..

I hope that it keeps getting improved and ported to Maya soon so I can test it in a greater extend..

Waiting for your final tests..

Cheers..

2013-10-10, 00:51:45
Reply #157

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

As for "path tracing samples" 16/32 (few times 64) is best, in order to provide an even distribution of sampling..
And so on..


.. (few times 64) is best |  is better in such cases?

2013-10-10, 00:54:23
Reply #158

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Quote
Hello Eian

then

1)  object complex refractive ---> value "Max ray depht" > 25
this value has a great influence on the rendering time?

Hey rafpug,

It depends on the scene and the complexity of the refractive object..
Though having tested it with a fairly complex object I can say that it doesn't have a great impact on rendering time..

2013-10-10, 01:03:13
Reply #159

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hey rafpug,

I'm glad if any of my information could prove useful.


Yes Eian
because I take my last test PT+HD with BUCKET and apply it to these parameters that what you're suggesting

The method PT+HD works better than PT+PT only if you make changes on the GI secondary ...

2013-10-10, 01:04:55
Reply #160

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile

As for "path tracing samples" 16/32 (few times 64) is best, in order to provide an even distribution of sampling..
And so on..


.. (few times 64) is best |  is better in such cases?

Although I didn't thoroughly tested it a value of 32 should be enough for final renderings.
As stated in the documentation a value of 64 might pay off in scenes with deeper areas with small light entrances.
In most cases though, a value of 16 works fine, providing even distribution of sampling..

So a value between 16-32 would be best depending on the needs of your scene..

2013-10-10, 01:10:05
Reply #161

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
The method PT+HD is much faster, and if you change the GI  secondary  is eliminated completely the effect of noise


In a previous test result is better than the Bucket, both as a speed that as yield.

But now, I'm curious to apply these two parameters suggested by you, with my parameters tested

2013-10-10, 01:14:16
Reply #162

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
You use the Alpha version in June?

2013-10-10, 01:21:24
Reply #163

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Yeh I've only used the
Jun 12 2013 (ALPHA v5)

I might test some newer ones when I find some time as well though.

Well as for the settings, PT+HD can prove adequate in many occasions but know that it's not a fully unbiased solution which in general means less realism..
Not saying of course that you can't get great realistic results with the above settings..

2013-10-10, 01:26:00
Reply #164

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
These are the values ​​that I adopt the method with PT+HD

Renderer :PROGRESSIVE
PT + HD

PTsamples 26
Max. samples intensity 20

Lights
Samples Multipler  4,666

Progressive Rendering
Time limit  00:01:20


GI: HD CACHE  1,067 - 271 - 7 - 2 - 2367     Secondary  2 - 15 - 3 - 0.9 - 0    Time: 0:01:27 | Passes: 10

example:
http://corona-renderer.com/forum/index.php/topic,1486.msg11852.html#msg11852


This weekend I'll do the tests on objects with complex refractive index, using your suggestion!

2013-10-10, 01:34:50
Reply #165

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
understood!

therefore the method Bucket approaches reality!?

2013-10-10, 01:36:44
Reply #166

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Eian, but from where in the world you write?

2013-10-10, 01:55:44
Reply #167

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hmm not exactly, Bucket mode just adds adaptation so you can have better control over speed/quality while still maintaining unbiased approach which is PT+PT.
It also helps to evenly distribute noise in an image where some areas need more time to clear noise than others..

As of now I'm located in Greece by the way. How about you?
« Last Edit: 2013-10-10, 02:00:33 by Eian »

2013-10-10, 02:03:04
Reply #168

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I live in Milan.

Eian , I applied to 80 Max ray ahahaha...the refractive surface is much better in different ..

tomorrow night ... place the image

Meanwhile, it is a test to see only the difference

2013-10-10, 02:30:17
Reply #169

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I go to sleep and leave the pc to work
tomorrow morning before leaving the house, forwarding the image

good night
and thanks Eian

Greats
Raf

2013-10-10, 02:42:12
Reply #170

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Ok good, welcome mate, anytime,

Goodnight..

2013-10-10, 07:35:18
Reply #171

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
good morning

PT+HD
Max ray depht = 60

2013-10-10, 08:10:05
Reply #172

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello Eian

well this weekend we have for Max ray "values"

Comparison between PT+HD is BUCKET
and relations with the rendering time and image size...

2013-10-10, 15:26:34
Reply #173

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey,

I don't think you have to go above 32 Max ray depth for the above scene because the objects that refract light are not that complex..
As for the fireflies you have to tweak the settings under bucket mode..

If you want you can send me the scene and I'll try to figure what settings work out best..

Cheers..

2013-10-10, 18:26:34
Reply #174

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello Eian
Yes

I'll send you the scene this evening.
Right now I'm 'back from work

Which version uses 3dstudio?

2013-10-10, 19:18:39
Reply #175

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

I gave it to stop VFB with | Time 4h:05min |
and the processor has finished at the | Time 4h:32min |

After the stop, the CPU has worked almost 30min

2013-10-10, 20:57:22
Reply #176

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile

2013-10-10, 21:31:23
Reply #177

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru

Very likely.
( I need to format my pc, it's a year and a half  )

This has happened when I increased the max ray 60.  On this occasion I noticed this aspect

I'm linking the scene .max vers.2014
https://mega.co.nz/#!V9diXDQS!Yo9bFwKKpz0Cow-5nUvE6HRGzHof9yeuff3rGYHDB0U

In the meantime is working in the bucket method with one of the parameters tested and with Max depht ray = 32

very fast ....and is also decisive to two three passes


Thanks
Raf

2013-10-11, 19:08:01
Reply #178

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello

What allows you to do the falloff map on refraction?

Thanks
Raf

2013-10-11, 19:26:41
Reply #179

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey rafpug,

I got your scene and went through some optimization..

First of all I merged your scene from scratch in order to make sure there were no "wrong" values in settings to start with.
In render settings I used PT+PT, which is faster from HD since its an exterior scene, and which yields more physically accurate results as well.
I set "Path tracing samples" to "24" and used "Bucket" mode with a setting of "3" for both "subdiv AA" and "adaptive steps".
"Pass Limit" was set to "1" since I define the level of quality under "Bucket" settings.
I also set "Max ray depth" to "64" even though increasing it seems to introduce some kind of a visual glitch in this specific scene caused by some light trapping on the left chair.
General rule though concerning "Max ray depth" is that in order to get physically accurate results you need to increase this value until a point is reached where increasing it further gives the same result as before.

Examining a bit further the above I noticed that the IOR (Index of Refraction) of the material used for the chairs was way too high ("5.00").
There are no materials in real life with such high IOR apart from metamaterials which are artificial and subject of a whole different story..
This  setting is also what caused such great impact in rendering time when you increased "Max ray depth".
Seems to me like there was some kind of endless looping that were caused by some trapped rays due to such high IOR.
I set it to "3.00" which I believe is still too high for the material you're trying to achieve but I didn't want to deviate too much from your settings.
Furthermore there is no actual need for the "Falloff" maps you connected to reflection and refraction to simulate "Fresnel" since the IOR value does about the same through a more physically accurate approach.

I also made the actual sun disk invisible in reflections and refractions to get rid of the fireflies..

Apart from the above changes, which seemed a bit obvious, I didn't go into a deeper optimization
however these changes alone had an enormous impact in rendering time and a better refined image..

Since though this thread is about animation, there are ways from which faster results can be achieved,
for example by reverting all values under render settings to default and using Bucket mode with "Subdiv AA: 2" and "Adaptive steps: 3" gives an acceptable result in under 5 mins..

Oh and talking about speed, I'm using an overclocked Core-i7 @ 3.5Ghz (the render stamp can be deceiving).

I'm uploading the previous result as well for the sake of comparison as well as an image with a different material for the chairs,
I believe it's closer to what you might be trying to achieve..

Hope all the above will prove helpful in any way..

Cheers..
« Last Edit: 2013-10-12, 17:55:11 by Eian »

2013-10-11, 21:11:07
Reply #180

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

Eian great, I understand..!

Then those little points of light (area chair) resulting from excessively high value of 'IOR?


Tremendous Eian ^ _ ^







2013-10-11, 21:13:17
Reply #181

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

So Eian

is recommended for exterior scenes PT + PT

and interior scenes PT + HD







2013-10-11, 21:20:21
Reply #182

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

I also made the actual sun disk invisible in reflections and refractions to get rid of the fireflies..



....ahhh  Ok  I understand

2013-10-11, 21:21:30
Reply #183

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-11, 22:07:16
Reply #184

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello Eian

Falloff map must be eliminated both in reflection and in refraction?
or only refraction?



2013-10-12, 01:22:08
Reply #185

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
fireflies

2013-10-12, 02:55:04
Reply #186

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Reflection - Glossiness 0,98 / 1 (fireflies)

2013-10-12, 03:04:09
Reply #187

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Render - Method Bucket

PT+PT
________
Max ray depth = 64
PTs = 24
Pass Limit 1 = 0:07:26

Bucket
AA = 3  Ast = 3  Ath = 0,15

2013-10-12, 12:02:52
Reply #188

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-12, 12:39:32
Reply #189

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Method for Animation "less than 1min"

Progressive
PT+PT

49sec=3Passes / frame

in the afternoon test animation


Thank Eian ...your suggestions were invaluable

Greats
Raf


2013-10-12, 17:30:45
Reply #190

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey rafpug,

I'm glad my suggestions were helpful..

PT (Path Tracing) is always more accurate than HD which is a cached method.
For interior scenes though HD might be faster because there are more secondary rays going on.

Fireflies happen because of the small sundisk that is super bright, so if you make the sun invisible to reflections and refractions fireflies disappear.
There are other ways as well, like reducing glossiness but its not that convenient cause you're changing the appearance of your material.

As for the falloff maps, it's not "wrong" to have them, they just don't needed for what I believe you're trying to achieve here (transparent plastic).
"Fresnel IOR" and "IOR" give you control over falloff in a more realistic approach.
Sometimes btw when you have transparent materials its a good idea to use "Absorption" in order to control how far a ray will travel in a medium before converting to a certain color and eventually fading off.

I just uploaded another image on my previous post with a different version of the transparent plastic for the chairs.

Cheers..
« Last Edit: 2013-10-12, 18:00:12 by Eian »

2013-10-13, 07:24:05
Reply #191

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good morning Eian

Is currently processing the first test video with the map decay (without fireflies).

The next test video will be based only on the control of 'IOR and parameter "Absorption"

Eian a question:
the fireflies  "effect", appears in the shiny objects transparent and semi-gloss?


Thanks
Raf


2013-10-13, 07:32:32
Reply #192

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

Or this fireflies effect occurs in all objects that have as a characteristic reflection / refraction ?

2013-10-13, 07:59:59
Reply #193

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

In the parameters of the VFB settings
is there a way to remove the time bar in the render output format. avi ?

.jpg .tif .png for images ect ect..,
if I disable the Render stamp ... not seen!


Thanks
Raf

2013-10-13, 11:11:48
Reply #194

Ondra

  • Administrator
  • Active Users
  • *****
  • Posts: 8887
  • Turning coffee to features since 2009
    • View Profile
i dont understand
Rendering is magic.
Private scene uploader | How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-10-13, 12:10:25
Reply #195

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra, sorry

Affixed!
I forgot to turn off the render stamp (an oversight)

Thank
Raf


2013-10-13, 12:42:23
Reply #196

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Render test Animation3D:
Format output rendering  .avi uncompressed

Video 640x480

Method  Progressive  PT+PT

Ray tracing
Max ray depth = 64

Sampling
Pts 24 
Light 4,666 

Progressive rendering
Pass limit: 3  = 22sec./23sec.

Frame Video
22sec. to frame  30fps


2013-10-13, 13:50:25
Reply #197

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Frame 674 - Fireflies

2013-10-13, 13:56:26
Reply #198

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
FRAME 674

No Fireflies

Corona Sun
disable also Visible in Reflections

2013-10-13, 14:03:34
Reply #199

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey rafpug

Fireflies are just an artifact of monte carlo sampling. I'm not quite sure but I believe they occur when very high energy is concentrated in a very little space.
That is why I advised you to turn OFF reflections and refractions for the sun.

As for the video I'd recommend a software other that 3dsmax and there are many reasons behind that..
Render every single frame and then use something like After Effects to composite and export the video.

Cheers..

2013-10-13, 14:03:58
Reply #200

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Eian

the behavior of the Max ray = 64 ​​... I really liked it  ^ _ ^

you are a character.. ^_*


Thanks
Raf


2013-10-13, 14:07:36
Reply #201

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Eian


Normally use Premiere.
In recent months, I have little time to process the post production

a questions:

2013-10-13, 14:09:03
Reply #202

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
saving images .... with a format. png? or. tga?

2013-10-13, 14:15:34
Reply #203

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey you're welcome mate,

Regarding the max ray depth, in order to understand a bit better how it works and if you need to set it that high here's what you can do.

Grab the bike model from here,
http://challenge.cgsociety.org/mari2013
Assign a transparent material and experiment with "Refraction", "Absorption" and "max ray depth" settings..
I think it will help you to better understand how it works and why it's there..

Cheers..

2013-10-13, 14:17:53
Reply #204

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Eian

Normally use Premiere.
In recent months, I have little time to process the post production

a questions:

The next video (without falloff) ...use the post production through pictures!

I will make an extra effort, because it is useful for Coronarenderer engage,
because it is a rendering engine that I really like.

2013-10-13, 14:21:13
Reply #205

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hey you're welcome mate,

Regarding the max ray depth, in order to understand a bit better how it works and if you need to set it that high here's what you can do.

Grab the bike model from here,
http://challenge.cgsociety.org/mari2013
Assign a transparent material and experiment with "Refraction", "Absorption" and "max ray depth" settings..
I think it will help you to better understand how it works and why it's there..

Cheers..

yes .. thanks Eian, you are very kind

I have to understand this new evolution of the rendering ... and only with Corona you can ^ _ ^

because it is fast

2013-10-13, 14:41:13
Reply #206

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-13, 15:51:06
Reply #207

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Eian

This is the next task on which I have to work "MARI" with Corona
..hahaha Eian, You are awesome!

Now, we need a coffee and a cigarette



2013-10-13, 23:54:12
Reply #208

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Setting the scene , work in progress
first example

2013-10-14, 23:55:39
Reply #209

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey rafpug,
Didn't have much time to reply..

Good luck with that mate..

2013-10-15, 01:22:44
Reply #210

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Eian ^_^

How many images are to be processed for this competition? 1?
The rendering technique is a free choice? or you have to use MARI to complete the effect?


Greats
Raf

work in progress




2013-10-15, 01:34:41
Reply #211

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru

I've seen your work in which you have created a movement of some objects
  "flicker effect" or similar!

I do not remember where you've posted your test, I would take a look.


Thank
Raf

2013-10-15, 02:16:11
Reply #212

Eian

  • Active Users
  • **
  • Posts: 42
    • View Profile
Hey rafpug,

Not sure about the details of the challenge but you can read them on the webpage that I sent you,

Cheers..

2013-10-15, 02:19:14
Reply #213

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-15, 02:20:36
Reply #214

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Eian,

MARI is a 3D paint advanced?

2013-10-15, 09:28:00
Reply #215

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile
Hi maru

I've seen your work in which you have created a movement of some objects
  "flicker effect" or similar!

I do not remember where you've posted your test, I would take a look.


Thank
Raf

I'm not sure what you are referring to but you will probably find it here:
http://corona-renderer.com/forum/index.php/topic,223.0.html

2013-10-15, 22:06:52
Reply #216

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-15, 22:18:56
Reply #217

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile

2013-10-15, 22:25:34
Reply #218

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru

I was watching the movement effect you gave to "Army of deadly pony robots"

Effect Dof + material/glossiness with reflection?

2013-10-15, 22:28:12
Reply #219

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
I would give this, the effect of rotation on the wheels in motion

2013-10-15, 22:29:50
Reply #220

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Sorry,

"propeller"  effect of rotation

2013-10-15, 22:30:24
Reply #221

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile
It's DOF + camera motion blur. And that's all. I was testing DOF+MB with different settings. Camera is flying along a circular path around its target. If you want I can upload the scene tomorrow (if I find it :) ).

I think what you need is called "motion blur".

2013-10-15, 22:38:57
Reply #222

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
mamma mia... ^_^  DOF + Motion Blur

Thank  maru



2013-10-16, 10:51:13
Reply #223

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile

2013-10-17, 18:34:55
Reply #224

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Thanks maru,

weekend lighthouse 'the first tests

^_*

2013-10-19, 20:14:24
Reply #225

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test material emitter

2013-10-19, 20:27:52
Reply #226

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Eian

I asked CGSociety, the competition must be done with MARI software.

I practice with my new companion with Corona
^_^




2013-10-19, 21:50:44
Reply #227

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Material Emitter

2013-10-21, 00:45:18
Reply #228

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test Material Emitter

2013-10-21, 02:53:07
Reply #229

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Material emitter in progress

2013-10-21, 03:21:53
Reply #230

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru,

...a fun with madebyevan!

WebGL Image Filters
http://corona-renderer.com/forum/index.php/topic,401.msg13649.html#msg13649

a question:
you know how you save pictures?


Good night

2013-10-22, 18:00:04
Reply #231

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good evening

Rendering Time with unwrap .dds

Transformers model,
all maps UVW unwrap  .dds -  diffuse / reflections + glossiness / opacity

Time Limit 0:00:05sec   for frame  (Animation)   5sec./frame
 

2013-10-22, 22:02:56
Reply #232

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Emitter with  Refraction IOR

2013-10-23, 01:26:04
Reply #233

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Emitter  Rear Bladers


2013-10-24, 00:46:45
Reply #235

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test  MassFX to Corona

Time Limit 0:00:04sec.  Passes 30


2013-10-24, 23:47:23
Reply #236

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-25, 01:17:34
Reply #237

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Time Limit 0:00:04sec.  for frame

key frame the central area changed


2013-10-25, 20:49:22
Reply #238

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
Good evening

Rendering Time with unwrap .dds

Transformers model,
all maps UVW unwrap  .dds -  diffuse / reflections + glossiness / opacity

Time Limit 0:00:05sec   for frame  (Animation)   5sec./frame

Hi Rafpug.
Can you show this animation?
Best.
PO

2013-10-26, 14:03:30
Reply #239

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello poko

1° Steps: work in progress "rotary motion" of 387 frame
                (calculation 40min - 13sec movie)

Time Limit: 0:00:05sec.    5sec. / Frame


2013-10-26, 15:02:30
Reply #240

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
view front

 "rotary motion" in progress


2013-10-26, 19:40:48
Reply #241

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Front

2013-10-27, 02:04:33
Reply #242

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-27, 08:46:37
Reply #243

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
Thanks Rafpug.
Keep going want see final ;)

Best.
PO

2013-10-27, 23:56:43
Reply #244

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hello poko

Thanks to you and all users including the Stuff of coronaRenderer because I'm learning a lot of things.
I stopped for four years.

The scene should be this .. is not coming completely perfect in the movement
"I have to coordinate well to the movement of the camera with the moving object"

Time Limit: 0:00:05sec  for frame 
667 frame= 22sec. video  -  calculation render time 1:11:00

work in progress



Regards
Raf

2013-10-28, 00:59:15
Reply #245

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-28, 01:31:23
Reply #246

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
view front - fusion effect

2013-10-28, 09:22:32
Reply #247

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 8921
  • Marcin
    • View Profile

2013-10-28, 19:28:04
Reply #248

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi maru

I'm just changing the animation and rendering time
in seconds to optimize a video clip with Coronarender

Here the original version:
http://cg3dmodels.com/category/robot-3d-models/


Regards
Raf

2013-10-28, 20:15:00
Reply #249

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
A question:

Work in post-production ( nuke or fusion ) for a video clip of 600 frames
I also need 600 images for each render elements?

Thank
Raf

2013-10-28, 20:52:39
Reply #250

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
Hi Rafpug.
Quick camera setup maybe can help.

Best.
PO

2013-10-28, 20:59:16
Reply #251

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
A question:

Work in post-production ( nuke or fusion ) for a video clip of 600 frames
I also need 600 images for each render elements?

Thank
Raf

Yes. If you render animation like 600 frames long if you render with passes for each pass (render elements) you get the same amount of pass frames as is long your animation.

2013-10-28, 21:09:06
Reply #252

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Rafpug.
Quick camera setup maybe can help.

Best.
PO

Thanks for the example  of quick camera ( helpers/Dummy + Camera ) good example

poko,
so with the render elements there is a greater control of the desired effects in the animation?
I understand it?


2013-10-28, 21:40:09
Reply #253

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
Hi Rafpug.
Quick camera setup maybe can help.

Best.
PO

Thanks for the example  of quick camera ( helpers/Dummy + Camera ) good example

poko,
so with the render elements there is a greater control of the desired effects in the animation?
I understand it?

Yes. You can control almost everything depends what you want get. Separate passes for diffuse, reflection, refraction, AO, velocity, shadows, etc. you can adjust how you wish later in compositing. Lets say you render something, but your reflection is to strong. If its animation you don't have to render 600 frames again. If you have separate pass for reflection and diffuse pass then you can adjust value of reflection.
Simple example, but there is a lot of things you can do it. 
Corona also have nice render elements so if you know how to use them is big weapon.
You can see many tutorials on YT.

2013-10-28, 21:48:01
Reply #254

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Spectacular ...!

I'll have to start studying all render elements of coronarender and their combinations applied to post-production

There is much to be studied, but it's worth it!

Thanks for the clarification

 

2013-10-28, 21:55:46
Reply #255

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
Yo can even change light direction :)
Quick example in Photoshop using normals pass:

2013-10-28, 22:01:16
Reply #256

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
Spectacular ...!

I'll have to start studying all render elements of coronarender and their combinations applied to post-production

There is much to be studied, but it's worth it!

Thanks for the clarification

Cool. The most powerfull software in post-production in my opinion is Nuke.
The fastest to learn After Effects. But here are more like Digital Fusion.
If I have to start learn from scratch I go for Nuke, but sometimes you don't have to fight with tank vs. fly;)

2013-10-28, 22:02:25
Reply #257

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-10-29, 02:24:50
Reply #258

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test Render Elements

RE - Diffuse
RE - DiffuseGI
RE - diffuse Corona shadows
RE - diffuse CoronaLighting

Time Limit: 0:00:03sec. for frame   (.exr )   size 500x500 
Tot. frame 250 = calculation render 15min. ---> 8sec. video animation



2013-10-29, 02:54:47
Reply #260

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Hi Ondra,

In this case you should choose only two RE?
diffuseGI + diffuseCorona shadows

or necessarily all four RE?


Thanks
Raf

2013-10-31, 03:00:32
Reply #261

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Test basic with post production

size 500x500


2013-11-01, 18:09:50
Reply #262

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Corona RE to Nuke (basic)
 diffuse.exr + diffuse shadows.exr


2013-11-01, 19:01:28
Reply #263

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-11-03, 18:28:34
Reply #264

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
MARI Challenge - work in progress

2013-11-04, 01:55:34
Reply #265

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
..in progress

2013-11-04, 01:59:41
Reply #266

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
..

2013-11-04, 08:56:57
Reply #267

poko

  • Active Users
  • **
  • Posts: 73
    • View Profile
Looking interesting. Just the city behind looks strange. I think the texture is to small resolution.

2013-11-05, 10:30:59
Reply #268

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Yes poko,

Thank you for observing the quality of the background image.
At the time and 'only provisional


Regard
Raf

2013-11-15, 01:50:36
Reply #269

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
1° step  Corona Panorama

test - creation of interactive 3d panorama



Regards
Raf

2013-11-15, 03:04:56
Reply #270

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
2° Step  Corona Paronama


Horizontal projection

2013-11-15, 03:14:22
Reply #271

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
3° Step  Corona Panorama

360-degree panoramic animation with Corona


rendering  front, right, rear, left, up and down from a same point

 | 4 Passes to quadrant  1700x1700 | medium resolution

2013-11-16, 10:43:01
Reply #272

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
test  Corona Panorama

The whole process of creating a 3d panorama was obtained through the script:

http://www.nikclark.com/scripts/vr_render/index.htm

This method produces a projection rectangular  that is associated with 3dsMax Panorama Exporter... generates the creation of interactive 3D Panorama

2013-11-23, 18:39:05
Reply #273

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Maps Procedural - substance (test)


2013-11-24, 00:15:23
Reply #274

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
maps procedural

2013-11-24, 00:36:00
Reply #275

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
..

2013-11-24, 04:17:45
Reply #276

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
emitter with substance map

2013-11-24, 04:42:54
Reply #277

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile

2013-11-25, 23:46:18
Reply #278

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
PT+PT default -no post process

2013-11-30, 21:54:00
Reply #279

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
project in progress
PT+PT




2013-12-01, 02:16:23
Reply #281

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Square in progress


PT+PT
Environment   *.hdr
CoronaSun -> intensity 0.009 - Color from Texture
Dof

2013-12-07, 20:45:29
Reply #282

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Quick Tips

VBScript  - Free memory in 3dsMax!

2013-12-08, 12:13:41
Reply #283

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Environment .hdr + Sun 0,007

2013-12-21, 19:38:00
Reply #284

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Emission Environment maps - test


2013-12-22, 12:30:22
Reply #285

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
The scene/test is only with source emitter

Environment Emission : level 25

PT+PT
PTS=20 MSI=15 LSM=1

2013-12-22, 16:05:46
Reply #286

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
The scene/test is only with source emitter

Environment Emission :level 25

PT+HD
PTS=26 MSI=20 LSM=4,666
quick GI:HD cache


2014-01-11, 16:03:46
Reply #288

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
shade and shadows - environment HDRI - fireflies (object emission)

premise: I use the Alpha5

The fireflies are seen in areas not in shadow. What does it depend?

settings = pts 32  msi 10  lsm 2
the glossiness parameter is set to 0.98
the only source of light is the HDRI environment (in addition to the object emission)

2014-01-14, 21:20:49
Reply #289

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good evening

I tried to use two sources of light (coronaLight and an object emission ), the scene is lit only by HDRI map

13 passes of the noise can be seen in the source emission
It 'a characteristic of the source emission?

Thank
Raf

2014-01-18, 22:25:34
Reply #290

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
hdri environment 3k
pt+pt

2014-01-20, 20:06:35
Reply #291

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Good evening

I tried to use two sources of light (coronaLight and an object emission ), the scene is lit only by HDRI map

13 passes of the noise can be seen in the source emission
It 'a characteristic of the source emission?

Thank
Raf

The scene is lit with a Hdri and an object emission
The test was carried out on 5 passes with  pts=128 msi=5 lsm=4,33



2014-01-21, 15:33:16
Reply #292

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Scene with HDRI environment + object emission
Has been scaled point of light with HDRI map opacity to 45%, to minimize the noise.

Test with 10 passes
pts600 - msi 2 - lsm 4,333


2014-01-23, 17:52:30
Reply #293

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
Temporary stay - overlooking panoramic

- draft
environment hdri
pts32 msi8 lsm4,333
in progress grass Forest.Pk + tree cor.Scatter

2014-01-24, 18:16:16
Reply #294

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
in progress

time limit: 0:50:00
pts80  msi8,0  lsm4,333
Dof with PS

2014-01-25, 18:05:12
Reply #295

rafpug

  • Active Users
  • **
  • Posts: 722
    • View Profile
texture work in progress


2014-01-26, 14:47:44
Reply #296