i am rendering it on the farm btw
all the OS's are the same(linux)
j
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Houdini Lounge » physical sss buzzing
- JasonSlab
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Houdini Lounge » physical sss buzzing
- JasonSlab
- 1533 posts
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Houdini Lounge » physical sss buzzing
- JasonSlab
- 1533 posts
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hey
i'm busy setting up a leaf shader using the physical sss vop
now i'm getting the results i want using the Global Point Cloud, but when i render a sequence it's buzzing from frame to frame.
i've baked out one frame, set to PCmode to Read from file.
my auto size Factor is set to 16 and filter samples to 80
the best part of it is, i'm testing it on static geometry(460 leaves) and using a static camera. so essentially i'm rendering the same frame over and over, surly this should not buzz..?
it even buzzes when i set it to Cache positions/Normals/Areas, which i can't use since my camera is going to be moving, just did it as a test.
any tips on getting a solid render?
thx
jason
i'm busy setting up a leaf shader using the physical sss vop
now i'm getting the results i want using the Global Point Cloud, but when i render a sequence it's buzzing from frame to frame.
i've baked out one frame, set to PCmode to Read from file.
my auto size Factor is set to 16 and filter samples to 80
the best part of it is, i'm testing it on static geometry(460 leaves) and using a static camera. so essentially i'm rendering the same frame over and over, surly this should not buzz..?
it even buzzes when i set it to Cache positions/Normals/Areas, which i can't use since my camera is going to be moving, just did it as a test.
any tips on getting a solid render?
thx
jason
Houdini Lounge » Creating BDSF for PBR
- JasonSlab
- 1533 posts
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Houdini Lounge » Creating BDSF for PBR
- JasonSlab
- 1533 posts
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Mario Marengo
I'm coincidentally in the middle of trying just that (for a Cook-Torrance based model) and it seems to be working pretty well so far (very efficient sampling), though I still have to tame some of the weights in the MIS portion :?
ooo, i hope this makes an appearance on the exchange
jason
Houdini Lounge » pyro shader gamma?
- JasonSlab
- 1533 posts
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hey hi
guess this question goes to Mario..
just curious, was the pyro shader designed to work(viewed)at sRGB or gamma 1? i would imagine it 2.2?
If i set my gamma to 1, the alpha and the rgb seem match up.
At gamma 2.2, the rgb falloff is much broader than the alpha.
or should we not premult smoke passes?
jason
guess this question goes to Mario..
just curious, was the pyro shader designed to work(viewed)at sRGB or gamma 1? i would imagine it 2.2?
If i set my gamma to 1, the alpha and the rgb seem match up.
At gamma 2.2, the rgb falloff is much broader than the alpha.
or should we not premult smoke passes?
jason
Technical Discussion » RFE: Delayed Load Procedural to support velocity blur
- JasonSlab
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Technical Discussion » photon glossy bounces
- JasonSlab
- 1533 posts
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Houdini Lounge » light refl vs geo refl
- JasonSlab
- 1533 posts
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Technical Discussion » Shader View still BUGGY :-(
- JasonSlab
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yeah i't one of those things that SESI should either:
1. remove from Houdini
2. make it usable
personally iv'e not used or even tried to use them since H9 was released, so i'd just got for option 1
jason
1. remove from Houdini
2. make it usable
personally iv'e not used or even tried to use them since H9 was released, so i'd just got for option 1
jason
Houdini Lounge » light refl vs geo refl
- JasonSlab
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this might be ok for non physical renders, but i don't see the point of using incorrect behaviors with Physically Based Rendering…
it's similar to the idea that everyone wanted the surface shader to have separate light and object reflection, man this has opened a can of worms
jason
it's similar to the idea that everyone wanted the surface shader to have separate light and object reflection, man this has opened a can of worms
jason
Technical Discussion » How to delele particles coming from RealFlow?
- JasonSlab
- 1533 posts
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hey
you can use a group sop first to create a point group, connect you geometry to the second input on the group node, and use group bounds(Bounding Object), then delete by group afterwards
bit slow but should work!
jason
you can use a group sop first to create a point group, connect you geometry to the second input on the group node, and use group bounds(Bounding Object), then delete by group afterwards
bit slow but should work!
jason
Houdini Lounge » light refl vs geo refl
- JasonSlab
- 1533 posts
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i must say, i was a little confused by “Normalize Light Intensity to Area” at first, i actually thought it was doing the the inverse, so turning it on would be normalizing the intensity to behave correctly.. my bad, only after this test did i realize it was a good idea to read the help tooltip first
i'd say it, should be off by default.
jason
i'd say it, should be off by default.
jason
Houdini Lounge » light refl vs geo refl
- JasonSlab
- 1533 posts
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hey andrew, thx for the reply
on my initial setup iv'e:
turned off “Normalize Light Intensity to Area”
set attenuation to “Physically Correct”
the intensity on rendered light is correct(0.5), but the reflection returns much lower values(avarage0.05) see image above
jason
on my initial setup iv'e:
turned off “Normalize Light Intensity to Area”
set attenuation to “Physically Correct”
the intensity on rendered light is correct(0.5), but the reflection returns much lower values(avarage0.05) see image above
jason
Houdini Lounge » light refl vs geo refl
- JasonSlab
- 1533 posts
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hey Serg
thx for adding to this, yeah, the first thing i played with was the light attenuation, i also confused as to why the light intensity jumps to 100+ values. plus i don't se why we should be trying to hack setups together to make this work, especially in PBR.
i'd be interested to here from Andrew on this subject?
thx
jason
thx for adding to this, yeah, the first thing i played with was the light attenuation, i also confused as to why the light intensity jumps to 100+ values. plus i don't se why we should be trying to hack setups together to make this work, especially in PBR.
i'd be interested to here from Andrew on this subject?
thx
jason
Houdini Lounge » light refl vs geo refl
- JasonSlab
- 1533 posts
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BTW, if you guys/gals havn't read these papers, nows the time:
http://renderwonk.com/publications/s2010-shading-course/ [renderwonk.com]
the ILM and Sony one's are great
jason
http://renderwonk.com/publications/s2010-shading-course/ [renderwonk.com]
the ILM and Sony one's are great
jason
Houdini Lounge » light refl vs geo refl
- JasonSlab
- 1533 posts
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hi
i've been going through this paper from ILM:
http://renderwonk.com/publications/s2010-shading-course/snow/sigg2010_physhadcourse_ILM.pdf [renderwonk.com]
one of the tests i decided to do is the light reflection vs geo reflection on page 24. increasing the specular angle on each grid reduces the light intensity on the more blurry reflections, seems to be doing the correct thing!
but when using area lights, my reflection intensities are quite different from the geo reflection, particularly when comparing it against the sharper reflection on the left grid.
the geo reflection returns 0.5 which is the same as the emit value, but the area light reflection returns a varying amount (top to bottom)from 0.08 to 0.04.
ok so i'm not sure on the scene scale they are using and the distances from source to reflection.
so the question is, is this the correct behavior? maybe i'm just missing something, or something in my scene?
i've been going through this paper from ILM:
http://renderwonk.com/publications/s2010-shading-course/snow/sigg2010_physhadcourse_ILM.pdf [renderwonk.com]
one of the tests i decided to do is the light reflection vs geo reflection on page 24. increasing the specular angle on each grid reduces the light intensity on the more blurry reflections, seems to be doing the correct thing!
but when using area lights, my reflection intensities are quite different from the geo reflection, particularly when comparing it against the sharper reflection on the left grid.
the geo reflection returns 0.5 which is the same as the emit value, but the area light reflection returns a varying amount (top to bottom)from 0.08 to 0.04.
ok so i'm not sure on the scene scale they are using and the distances from source to reflection.
so the question is, is this the correct behavior? maybe i'm just missing something, or something in my scene?
Houdini Lounge » Fur Render Enhancement
- JasonSlab
- 1533 posts
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hi
for me it's not about having presets at all, i've been rendering for a good few years,
i'd say from a artist or even an audience point of view, we've reached a really high level of image quality, even at a commercials level with very short turnaround time, we can't just render something that looks ok anymore, it needs to feel well “physically correct”.
what i guess i'm trying to say is, the fur/hair shader/procedural needs to be optimized for PBR
and of course PBR needs to be further optimized. and from what iv's seen where SESI has taken PBR between version 10 and version 11, i'm pretty confident they can do this in future versions
jason
for me it's not about having presets at all, i've been rendering for a good few years,
i'd say from a artist or even an audience point of view, we've reached a really high level of image quality, even at a commercials level with very short turnaround time, we can't just render something that looks ok anymore, it needs to feel well “physically correct”.
what i guess i'm trying to say is, the fur/hair shader/procedural needs to be optimized for PBR
and of course PBR needs to be further optimized. and from what iv's seen where SESI has taken PBR between version 10 and version 11, i'm pretty confident they can do this in future versions
jason
Houdini Lounge » PBR: Uv render object
- JasonSlab
- 1533 posts
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jason_iversen
I thought the -u or “Render> UV Render Object” should work with any render engine, no?
thats what i thought..
Houdini Lounge » PBR: Uv render object
- JasonSlab
- 1533 posts
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