All posts related to V2
User avatar
By iker
#311929
Great phillip!

...and Bubaloo forest scene is also great!
...mashium, very original!
#311948
OK here's my first complete render with MW2, the louvres on the face of the building are the thing modeled the rest on the fly, still rendering but reached SL16.53 after 2.56mins Benchmark:307.99 (and I literally don't know what that means) an a dual quad Xeon E5430 with 8Gb RAM, noise has cleaned up nicely, pretty damn impressed by that :wink:
Hope all yall like it :mrgreen:

Sorry had to remove image, patent pending :cry:
Last edited by Brett Morgan on Wed Oct 21, 2009 12:52 pm, edited 1 time in total.
#312056
Test image to check a scene with an hard setup (at least for 1.x)

AGS panes at the windows,
no fill lights apart from the spotlights,
thinSSS for the tents,
physical sky
SL 15
very light postproduction (light denoise, sharpen, fake bloom)

Image
#312059
Yes Brett, is just a little more than a test-scene derived from a commercial WIP i am doing.
Yes, windows are panes and use AGS, if you just need to have a "reflection catcher" volume is not necessary (here you can't see the reflection due to the setup, but you would in a nighttime view with all the interior lights on.
What's interesting is that in v1.x this would have turned into a nightmare of noise all around the image
(light through pane+interior lit by phisycal sky through a window+light through SSS...only caustics are misseing to form the perfect tempest of noise)
#312062
Mattia,

Why did you use ags panes at all? there are no visible reflections here since the outside is totally overexposed. I guess it would clear the noise much faster if you left it out, no?

wim
#312065
A great test Mattia!

Love the sunlight on the floor, huge problem in all render apps to do it like the human eye.

Same with the burned outdoors, but MR can solve this too I think.

But!, I feel the depth is lacking when you render to a high sl, noticed so many times I love the depth at early sl, and loose the magic later.
Can you test it with more low energy emitters, and less sl, I can´t make the demo behave so need to watch you.

If I was more confident I would insist on using low sl MR images for all work, but people just look at the noise, not the beauty of light/materials/form interacting.

I think a compromise has to be done sooner or later with complex scenes like this, I´m working on the same challenge with ies/daylight.
Since it´s a hightech lab I can´t hide behind reflective materials etc, and MR shine in dull scenes I know, but the noise is all they see :(
User avatar
By iker
#312071
knurrebusk wrote:PS!

The table is burnt, is it a texture error?
...a big one called "sun", but we can't live without it :lol:

btw/ nice render Mattia
#312072
I know ;)

But why is it not like the floor?
I fake it with lowering the rgb value of the texture in Mental, but this again make other problems for me that I again have to fake he he.

Perhaps my problem is I want Maxwell to behave like the Human eye, not like a camera :)
Next step Next Limit the frontier is there to be broken he he.
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render engines and Maxwell

"prompt, edit, prompt" How will an AI r[…]