Author Topic: romullus wips  (Read 134817 times)

2016-02-29, 16:35:36
Reply #255

Ondra

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Heh I asked exactly about this to Ondra when we talked recently, basically controls for aggressivness of filter, and blending of filtered and non-filtered in framebuffer. He said it's doable, but said it didn't yield positive results from his tests. But that's no definite no :- )

How I planned to use this, was to do this manually, output both filtered and un-filtered results, and mask them with mat-ID  pass for mats with little high-frequency details, like flat painted surfaces. There is no detail that I can loose in white ceiling, but I always have shit-ton of noise there.

The problem there was that the correct way to make the denoising effect less prominent is not to blend pixels that are 100% denoised and pixels that are 0% denoised, but to decrease the amount of blurring during denoising.

In principle it is the same problem as if you want to create perlin noise (like 3dsmax noise node) - you cannot do it by blending pixel noise (like TV static) and constant color. But I dont know, maybe in the end it will look OK-ish ;)
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2016-02-29, 16:40:04
Reply #256

romullus

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I may rethink my attitude towards denoising :] 1 minute render test.
« Last Edit: 2016-02-29, 16:44:08 by romullus »
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2016-02-29, 16:51:07
Reply #257

lacilaci

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I may rethink my attitude towards denoising :] 1 minute render test.

it's making me impatient :D

2016-02-29, 17:02:01
Reply #258

romullus

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I know your feelings. God, how i hate those damn teasers...
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2016-02-29, 22:48:26
Reply #259

SairesArt

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Are these from daily builds or internal?

2016-03-01, 09:01:51
Reply #260

romullus

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¯\_(ツ)_/¯
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2016-03-01, 09:24:34
Reply #261

mitviz

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please lord let the denoiser come soon i pray:)
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2016-03-05, 23:32:11
Reply #262

romullus

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Tried to achieve 3d printed look. Not very successful, though.
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2016-03-06, 00:46:39
Reply #263

Juraj Talcik

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Actually looks pretty good :- ) Is that in shader ? or the model as well.
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2016-03-06, 09:25:25
Reply #264

romullus

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I'm not sure if i understood you correctly Juraj, if it's about displacement, then yes, it's from the shader. Tried different variants for it and settled on gradient ramp with a little bit of noise. Model itself is smooth.
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2016-03-06, 13:44:05
Reply #265

pokoy

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Tried to achieve 3d printed look. Not very successful, though.

Looks great. Having done similar tests in the past I know it's not easy to get the print layers to look good on the entire model, they might look great on the sides but the top needs mostly needs way more work and the hardest part is to introduce imperfections. Good result here!

2016-05-30, 22:28:11
Reply #266

romullus

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Yet another material exercise. Tried to replicate faux bronze and aged bronze with patina. Not verry happy with results, but not gonna try to improve - i spent already too much time on this.

Model is from: http://threedscans.com/
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2016-05-31, 00:25:17
Reply #267

cecofuli

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Aged bronze is super!

2016-06-29, 14:16:35
Reply #268

DarcTheo

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loving the bronze, nice one.

2016-06-29, 14:24:04
Reply #269

agentdark45

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Holy crap, those bronze materials are insane! Are they all procedural? How are you UV mapping those scanned models?

Would you be willing to upload the materials to http://coronamaterials.com/ ?
Vray who?