Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 91 15-05-2006 , 07:25 PM
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now do it with bidirectional "on" in the inifile, I think it has to be "true"

I GUARANTEE you it will be much faster

How many mutations per pixel did it get? How many per second on average?

If you like Indigo, then be prepared for extremely long rendertimes on complex scenes user added image. Mine, for the interior WIP, which is in Indigo, is about, say 300k polys. I'm getting 14,000 mutations per second, and (currently, I am rerendering it) now, at 640x480 I have 1265 mutations per pixel, after 7h 33m of rendering.

However, when I tried it on Indigo 0.4, I got 1200 mutations per second. I canceled it after 10 minutes. thats... 12x speed increase user added image!

The Reduce Noise filter in Photoshop will become your best friend :p


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Last edited by MattTheMan; 15-05-2006 at 07:33 PM.
# 92 15-05-2006 , 07:51 PM
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aprox. 80000 M/s

I'll d one with bidirectional now user added image

# 93 15-05-2006 , 08:10 PM
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6 mins and 83000 M/s

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# 94 15-05-2006 , 08:11 PM
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yawn... it's so lame that you have to wait for about 3,000 mutations per pixel for a "clean" image...

how many mutations per pixel on yours? And you are using 0.5 right? not 0.4?

and would you mind if I attatched a scene for you to test out too? (its an XML file)


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# 95 15-05-2006 , 08:14 PM
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just almost 900 M/p

I know... but atleast it's not you that have to do the work! :p

and would you mind if I attatched a scene for you to test out too? (its an XML file)

Okay!


Last edited by arneoog; 15-05-2006 at 08:42 PM.
# 96 15-05-2006 , 08:16 PM
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yeah lol!

wait, 900 mutations per pixel? that's pretty grainy! o well, its a mostly GI scene anyway. The cube with caustics that I posted earlier was made with 400 mutations per pixel in 25 mins (about 650 polys)


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# 97 16-05-2006 , 12:33 AM
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I have to warn you, Arneoog and Joopson, and everyone else that might use this renderer (I think Joopson does).

When you are using Physical Sky, especially if there are large openings of light to your scene, the overall quality will be much better if you just use simply path tracing, instead of bidirectional. Bidirectional is much better for mesh emmiters.

I just found that out... my render would have been noise-free (almost) after 12h 30m if I just would have kept simple path tracing user added image. Oh well, I'm gonna leave it another 2 hours to see what quality I can get then, with bi-dir. Right now it's at 2050 mutations per pixel, rendering at 13,500 mutations per second.

and the scene, I just read your edit:

awww CRAP I deleted it! sorry man!


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# 98 16-05-2006 , 07:48 PM
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well, on my interoior scene, just thought I should say, that I am getting almost 3x more mutations per pixel with path tracing rather then bidir. user added image


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# 99 16-05-2006 , 07:54 PM
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user added image awesome

darn biderectionals:headbang:


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# 100 16-05-2006 , 08:04 PM
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# 101 18-05-2006 , 01:25 AM
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lol- I rendered a single triangle with physical sky and path tracing (with metropolis), for 11 hours, just to see how many mutations per pixel I could get.

I got 8500! user added image The noise dissapeared (or I sure think it did) around 3000.

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# 102 18-05-2006 , 01:39 AM
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man, you guys?? should have taken up rocket science or brain surgery?? You all amaze me, i haven't a clue what your talking about but i wish I did.

you're all crazy user added image


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# 103 18-05-2006 , 02:20 AM
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Originally posted by mirek03
you're all crazy user added image

sure am, and I'm loving it


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# 104 20-05-2006 , 09:50 PM
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Hey, arneoog, I see that you have joined the Indigo forum, so we can move our discussions there. My name ther is ThatDude33.


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# 105 21-05-2006 , 01:07 AM
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quote; The noise dissapeared (or I sure think it did) around 3000.

how did you know, can you watch the render happening? just curious, I haven't got enough time to do 1 frame every 12 hours but it looks pretty deep stuff to me, regular rocket science in the true sense.


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