- Fri Sep 24, 2010 11:33 am
#331009
I will see if I can come up with a more or less universal model which encompasses a few of the typical trouble areas where you really need a preview to judge if you´re on the right way.
as always I´m open for suggestion there as well. If there is already a good .obj scene with some caustics and refractions, an object to show off high quality materials, a HRDI environment and a medium complexity geometry I will certainly look at it.
Max.
Very helpful Richard, I didn´t even consider HDR light positioning but I will certainly add this to the list. My initial results with Thea suggest that in more complex cases the biased renderer won´t give you proper feedback after about half a minute.Richard wrote:Max
Yes mate I do agree with all your saying! Doing pretty much just single shot arch vis work I'm wanting more a way to visualise real time shadow and sky effects and hopefully HDRI location / effect. Emitter lighting is pretty much handled now perfectly by multilight.
As an aside, the unforunate currently is that ML doesn't have the ability for adjusting the levels of the individual channels and with arch viz work renders HDRI fairly useless for most work unless your up for hours of trial and error. As one in most cases cant use a separate BG / Illum images and independantly adjust levels. This is one area I think Thea will overtake MR for arch viz as LDRI can be used for the background saving any excessive work in post pro.
Modo as I understand has had realtime HDRI lighting for sometime and would certainly serve this option well, but yet another workflow to learn. This must be a brilliant time saver in locating the HDRI primary light to where one prefers!
Shadows are the other tester for me I like to use clipped trees to shadow cast to larger bland areas of a building to add some artistry and soften the visual impact. Being able to turn off emitters prior to testing would help greatly to speed this aspect as renders clean very quickly if emitters are off and ML not required for testing. Though now going through a massive list of objects to find and hide emitters to too time consuming to consider doing it manually in studio. I can handle this quickly out of my host app but like most things in studio, things aren't ever meant to be easy!
Materials come in last probably!
I do understand what you are suggesting regarding regarding a region brush / magnifier, mate that would be a great idea!
The times you suggest as suitable for being happy with a result are still IMHO rather high at 2.5min - 15min whoa! Again this is where the likes of Thea may gain an edge (just a shame the UI is such a shocker) as the biased engine can give very fast and at the same fairly representative results of the likely unbiased result.
Shaderlight is soon to be released for SU and although the renders are FAR from useable for commercial work it does give some hint to what I hope will be the future of interactive results using HDRI inparticular and this if the method of setting IBL locations and intensities at least in proportion to each other channel might well prove a simple preview to at least help in that single aspect of testing for correct location!
I will see if I can come up with a more or less universal model which encompasses a few of the typical trouble areas where you really need a preview to judge if you´re on the right way.
as always I´m open for suggestion there as well. If there is already a good .obj scene with some caustics and refractions, an object to show off high quality materials, a HRDI environment and a medium complexity geometry I will certainly look at it.
Max.
Disclaimer: Active on this forum because of my enthusiasm for unbiased renderers and my positive experiences with this community .