- Wed Jun 16, 2010 3:12 pm
#325168
A MIRROR OF THIS CHALLENGE ALSO APPEARS HERE:
http://forums.cgsociety.org/showthread. ... ge=1&pp=15
A few days ago, I've revisited H.Jensen's frosted glass dragon scene with Maxwell Render V2 and
it turned out pretty satisfying in terms of quality I've expected. As you see, the scene is very simple
and it's only demonstrating rough dielectrics. The subject is not very challenging for most of the biased engines
but, it could be a real pain when it comes to unbiased cores unless they are not properly optimized/implemented,
especially for interactive and realtime rendering as their BSDF and microsurface approach is playing a huge role.
Here's the original work done by Henrik Wann Jensen (2003):
http://graphics.ucsd.edu/~henrik/images/raytrace.html

Below is the frosted glass dragon rendered with Maxwell Render V2:

So, I thought I should share the scene and you may give it a try with any other engine you have access.
Of course, this is a quality/ability test rather than being a speed-challenge.
The scene has a blue studio ground, a dragon, a small emitter plane and a dim skydome as ambient to match the original reference.
But, you can use either of them or both or more when the features of the engine don't match (only emitter, only skydome or only IBL or all).
Here's the scene OBJ files (all pivots at zero, no further relocation needed):
http://www.fileden.com/files/2009/5/30/ ... ne_OBJ.rar
Resolution: 800 x 640
Lens: 85 mm
You may also try FBX file instead:
http://www.fileden.com/files/2009/5/30/ ... dragon.rar
...and Maxwell version is here:
http://www.fileden.com/files/2009/5/30/ ... dragon.rar
There are 3 goals in doing this:
1) Highly rough transmissive surface achieving blurry refractions.
2) Full caustics and TIR including the caustics on its own shadow.
3) Clear glass material core with no SSS/translucency or other effects is essential.
I want to leave this test open to any kind of render engine for comparing the quality of outcomes to Maxwell Render.
This is not a duel, so my respect goes to the ones which can at least succeed and demonstrate its quality in comparison.
And of course it's very sad for the ones which may fail awfully. Let's see...
Awaiting for your renders...
COPYRIGHTS:
Dragon model by Stanford University Computer Graphics Laboratory.
Reference image rendering by Henrik Wann Jensen.
-Edit: Building the table of entries... Below is the current state:

http://forums.cgsociety.org/showthread. ... ge=1&pp=15
A few days ago, I've revisited H.Jensen's frosted glass dragon scene with Maxwell Render V2 and
it turned out pretty satisfying in terms of quality I've expected. As you see, the scene is very simple
and it's only demonstrating rough dielectrics. The subject is not very challenging for most of the biased engines
but, it could be a real pain when it comes to unbiased cores unless they are not properly optimized/implemented,
especially for interactive and realtime rendering as their BSDF and microsurface approach is playing a huge role.
Here's the original work done by Henrik Wann Jensen (2003):
http://graphics.ucsd.edu/~henrik/images/raytrace.html

Below is the frosted glass dragon rendered with Maxwell Render V2:

So, I thought I should share the scene and you may give it a try with any other engine you have access.
Of course, this is a quality/ability test rather than being a speed-challenge.
The scene has a blue studio ground, a dragon, a small emitter plane and a dim skydome as ambient to match the original reference.
But, you can use either of them or both or more when the features of the engine don't match (only emitter, only skydome or only IBL or all).
Here's the scene OBJ files (all pivots at zero, no further relocation needed):
http://www.fileden.com/files/2009/5/30/ ... ne_OBJ.rar
Resolution: 800 x 640
Lens: 85 mm
You may also try FBX file instead:
http://www.fileden.com/files/2009/5/30/ ... dragon.rar
...and Maxwell version is here:
http://www.fileden.com/files/2009/5/30/ ... dragon.rar
There are 3 goals in doing this:
1) Highly rough transmissive surface achieving blurry refractions.
2) Full caustics and TIR including the caustics on its own shadow.
3) Clear glass material core with no SSS/translucency or other effects is essential.
I want to leave this test open to any kind of render engine for comparing the quality of outcomes to Maxwell Render.
This is not a duel, so my respect goes to the ones which can at least succeed and demonstrate its quality in comparison.
And of course it's very sad for the ones which may fail awfully. Let's see...

COPYRIGHTS:
Dragon model by Stanford University Computer Graphics Laboratory.
Reference image rendering by Henrik Wann Jensen.
-Edit: Building the table of entries... Below is the current state:

Next Limit Team