All posts relating to Maxwell Render 1.x
#162928
Here comes a short comparison of a well-known V1-rendering provided by Nextlimit and a real-life photo. The purpose of my comparison is not to complain about anything, but to be able to get a grasp on the reason for the unsatisfactory look of V1-renders and maybe to contribute something to a betterment.
I converted the Cornell Boxes to greyscale bitmaps because it was easier to measure the brightness-values. The numbers right of the picture below show the RGB-brightness-values and the ratio between them.

Image

As you see, the ratio of the brightness-values differ more, the nearer the lit surface gets to the lightsource. It is obvious, that the falloff of light-intensity in V1-renderings is very different from reality. The ratios show, that the differences are not just random, but would give a quite constant changing curve if pictured graphically. So, tuning gamma and burn will never lead to a satisfying output as Mike Verta tried in this thread, because the problem has nothing to do with global image parameters but with internal calculations that occur before.
The next step I will take, is to compare light distribution and brightness-falloff, depending on the distance between lightsource and surfaces, between Beta and V1 to see if there are similar differences.
Any thoughts and contributions on my comparison?

Next round: Comparison between Beta 1.2.1 and V1.0

I built a simple box that has an emitter plane at the top and otherwise only diffuse materials with RGB 200/200/200.
The Beta shows a much more balanced light-distribution than V1. I only have measured the shadow areas and noted the difference in brightness right of the picture, because I have “exposed” the image to the mid-tones. There is much more tonal detail in lights and shadows in Beta than in V1. I think that’s what is disturbing to the human eye, which is very sensitive to such subtle differences.
Image
I made a crop from the middle of both pictures to show how Beta and V1 behave in mid-range. Beta shows a much better contrast and tonal detail in the mid-range while V1 looks somewhat flat. When keeping the shadows in mind that became soaked black, this is quite a bad performance. If V1 had more overall contrast, it should give more contrast to the mid-tones as well. But it doesn’t. So it must have something to do with light-distribution. Not enough bounces maybe?
Image
At the moment, I don’t find any simple conclusion like: “there’s too much contrast” or “light gets absorbed too fast”. I’m no physicist by the way, but a quite serious photographer for about a decade now. So, my photographers instincts just tell me: Something is off :D :?

next test: comparison of grey scale and light-falloff

I tested, if the perceived visual differences are caused by different types of gradation curves or if light falls-off different.
From my observation I’d say the first seems to be the cause. I built a scene with a simple greyscale parallel to the camera plane to have a measurement for gradation curves and lots of planes that have increasing distances from the camera to test the fall-off. The first comparison is taken using standard settings the second with different Burn and Gamma. Obviously it’s impossible to make the tone curves match each other at the whole spectrum this way. Just have a look for yourself.
Now, it would be VERY interesting to transfer this test to real world and compare perceived reality taken on film/image sensor with Maxwell.

Image

Image

I uploaded the MXS here.
Last edited by SJ on Thu Jun 22, 2006 11:47 pm, edited 5 times in total.
By Boris Ulzibat
#162936
Yes, and that is what makes the interior rendering look unnatural (for me at least). The interior areas farther from windows, i.e. are very dark no matter how bright is the sun shining through the windows. Gamma correction makes some difference, but not as it should be!
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By Mihai
#162956
There are so many variables, don't expect to have an image which looks exactly like the photo. For example, was the paper used a little glossy? Then you have the construction of the bulb. In Maxwell, the light comes right from the surface of the emitter, while in the photo it passes from inside the tube, through the glass.
By DELETED
#162957
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By Xlars
#162969
Very interesting work you are doing here .. and even though it is hard to set up the exact same physical setup as the photo I am sure your investigations can help point in the direction of what could be improved in the Maxwell Render.
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By aitraaz
#162976
Interesting theory!! Try it with the beta!!
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By tom
#163010
Differences are predicatable and unavoidable. Real life contains infinitely more detail and you shouldn't expect something perfect here. Any other digital camera would take that photo very different, too. I would like to see and know how would you translate such real life parameters to a biased engine and match the photo better than this.
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By SJ
#163228
tom wrote:Differences are predicatable and unavoidable. Real life contains infinitely more detail and you shouldn't expect something perfect here. Any other digital camera would take that photo very different, too. I would like to see and know how would you translate such real life parameters to a biased engine and match the photo better than this.
Tom, for my taste, the differences are a bit too heavy for a software that is called "Light Simulator" I don't expect absolute perfection but something that comes close to it. Regarding different cameras: surely, the tonal curves may become somewhat bent, they may expose brighter or darker, but they are never able to change the relation of brightness of objects to each other in such an intensity.
As stated before: this is not meant to be dumb complaining about V1 but an exploration of actual differences between V1, Beta and reality.
By JDHill
#163240
Hi SJ,

Regarding your second test:
SJ wrote:...diffuse materials...
I understand this reference in beta terminology...what type of surface was used in the v1 scene?

~JD
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By jonathan löwe
#163241
very nice tests...maybe someday we'll know what made the beta-feeling :D
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By SJ
#163263
u.biq wrote:Impressive test :roll:
Hehe, i know the test doesn't look very impressive, but I had to reduce the scene to what's really necessary. Complex scenes always have differing elements (+ textures, materials) that are just distracting when trying to determine differences in light distribution only.
JDHill wrote:I understand this reference in beta terminology...what type of surface was used in the v1 scene?
I just used the "Maxwell Diffuse"-tags from C4D
jonathan löwe wrote:very nice tests...maybe someday we'll know what made the beta-feeling :D
Honestly, I hope we'll soon be happy about an update and finally a quality that can be called "photoreal" again so we can forget that darn old Beta :wink:
By JDHill
#163265
Hi again SJ,

I haven't ever used C4D, so I'm curious about the .mxm that it creates. If you could open it in Studio and extract the .mxm it would be helpful. Likely, it's [200,200,200] Lambertian...but I'd just like to know what we're looking at.

Thanks, 8)

~JD
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