User avatar
By ludenhud
#10360
Hello I just rendered out a image and it become like this.

60min on a amd64+ 1gbram

Image

If im happy with it? Nah, not really, its no sharpness and I got no caustics even tho I checked all the parameters for it..

If someone could approach some settings and comments how to setup a studiolighted scene I would be glad.

this is the model

Image

Image


and what is the diffrens between the Engine and Render Engine tab?

Here is the settings used for the image above

http://img214.exs.cx/img214/8152/render62jn.jpg

(rendered with 1.1.23)
User avatar
By Brett Morgan
#10367
your reflection cards are being used with an emitter meterial? what setting is your emitter, also you might wanna uncheck physical sky.

Brett
By Takumi Takahashi
#10372
Yup - physical sky is broken for caustics for alpha 1.1.23. (But worked for 1.1.10.)

Also when placing an emitter, be sure to check emitter's normal is pointing toward the objects to be illuminated.

-tak
User avatar
By Mihai
#10389
Lower also your bounces to around 16. 40 is a big waste for this simple render.
User avatar
By ludenhud
#10469
thanks to all, Ive made some changes on the settings.

Lowered the bouces to 16 in both engine and render engine. Turned of the physical light and using a sky dome and emitters with normals towards the objects. But I get lowsy results as well, and no caustics.

The emitters was set to
Type: D65
Intensity: 1000
Units: Power

And I have tryed DOF to 5.6, 20, and 65
User avatar
By ludenhud
#10516
something tells me something big is wrong :)

this is the image

Image

It must be something with the camera?
By Takumi Takahashi
#10519
Regarding your initial post - well, maybe you can verify the caustics from the emitter working by without sky dome first.... intensity of 50 (default value for the dome) look too much compare to the emitter at 1000.

One thing to note is the caustics on the secondary ray (glass caustics casted on the floor, reflected in the chrome cap) may not show up (maybe a bug), but I tried emitter on the perfume bottle causing caustics casted onto the floor (also using sky dome at intensity of 1).

Btw - how are normals of the bottle's inner surface ? both normals should point outward to define the glass boundary to derive the thickness of it, or you will get its refraction all wrong.


-tak

two caustics happening on below image;

1) caustics from the bottle
2) second caustics from the chrome cap which acts like bounced light

Image
User avatar
By ludenhud
#10530
Takumi Takahash

About the normals, the inner surface were not facing out, Its fixed now and I try without the sky dome.
Rendering right now, be back later with render-results

thanks
User avatar
By ludenhud
#10595
Ill give up:) I cant seam to get it right anyway...

Image
User avatar
By ludenhud
#10835
Image

It still not satisfied me :/
User avatar
By Mihai
#10840
The one I liked the best is the bright one, if you just make a little less bright, I think it will be a really good image.
User avatar
By ludenhud
#10842
Mihai Iliuta wrote:The one I liked the best is the bright one, if you just make a little less bright, I think it will be a really good image.
Ok now im happy with the rendering

Image

:P

This is result I want, or the materials I would like to recreate. But its hard to find any good settings for harpness and correct color.
User avatar
By tom
#10844
if you want to make it as is then set the scene as is:

i suggest you to do the following steps:

1- model just the base, texture it with a marble as seen and give it a bump (use plastic shader here)
2- set the lighting exactly as is and also try to catch the wattage, use a box emitter here and place it in a black diffuse cone to achive a spot.
3- make test spheres for testing further materials, like orange, metal and red glass
3- render 3 test spheres (with orange metal and red glass) at the same scene and be sure if they look same as here
4- finally invite your real model, maybe first just the cap and render it :)

PS: here there's no need of a stage setup... only a plane and 1 lightsource
with 16 bounces will be enough...
User avatar
By 3dtrialpractice
#10973
Hey Tom
How Do you gauge the bounces in the scene?
You say 1 light with 16 bounces, ive taken # of bounces to a precentage since 100 was the highest. so 16 is 16% of possibel bounces?
Can you help clear up what the number really means?
and how number of lights vs objects and shaders involved change how many bounces you need
thanks.
luke
User avatar
By tom
#11004
Dear Luke,
Think of a ray, it launches from an emitter and hits to a surface,
then bounces from there to hit another surface and this goes on.
So it depends on the complexity of your geometry.
For such scenes (i mean studio setups) with low detailed dielectrics,
I experienced 16 bounces is enough... 32 would be slightly better,
but 50 or 100 would be absoutely useless.
Don't worry, just set it to between 16 and 32 depending on your patience
and the wait for at least 17 samples. That would be cool for sure...
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