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#76 2013-12-10 05:00:25

Ben
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Re: Renders test

You can try to decrease the eye Cornea index of refraction IOR, this is probably because of the specular being a bit too high.


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#77 2013-12-10 13:55:32

pitiwazou
Member

Re: Renders test

Even with the IOR to 1 it's the same result.

http://uppix.3dvf.com/images/JmpSH.jpg

Like usual, maybe a simple thing I missed, but I don't know what.


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#78 2013-12-10 14:45:26

hulud
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Re: Renders test

Have you tried to remove the corneas from the Shadow set ? You can do that in the rendergraph.


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#79 2013-12-10 15:27:10

pitiwazou
Member

Re: Renders test

For testing, I made exactly like the documentation, but, that dos not works.

http://uppix.3dvf.com/images/RtV.jpg

I have test the two possibilities.

Last edited by pitiwazou (2013-12-10 15:27:52)


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#80 2013-12-10 15:33:31

hulud
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Re: Renders test

I think the "Lighting" node also put the "Shadow" set.


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#81 2013-12-10 16:11:11

pitiwazou
Member

Re: Renders test

Indeed !

http://uppix.3dvf.com/images/OJN5.jpg


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#82 2013-12-10 16:13:27

hulud
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Re: Renders test

voila smile


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#83 2013-12-10 16:36:41

pitiwazou
Member

Re: Renders test

To remove shadows, it's easy indeed, but, with the shader it's still grey, so I think it's the shader  who's made this grey.

http://uppix.3dvf.com/images/21Tql.jpg


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#84 2013-12-10 17:05:42

hulud
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Re: Renders test

In your setup, MB_Cornee3 gets the attributes from Surface2 AND Surface3, may be it gets some bad shader attributes from Surface2..


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#85 2013-12-10 17:16:23

pitiwazou
Member

Re: Renders test

Surface 2 is a new node with the sky as environment.
Surface 3 is a new node with glass at 1 and the sky as environment.


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#86 2013-12-10 17:37:55

Ben
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Re: Renders test

Make sure the Glass absorption color is pure white, and the Glass absorption scale is 0.


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#87 2013-12-10 17:51:31

hulud
Guerilla dev, the guy to hug

Re: Renders test

Remove the Reflection and the Diffuse set from the cornea the same way you have removed the Shadow set, .

The problem is that inside the cornea, there is not enough bounces left to get the light. Eyes are always tricky to do.. But guess what, there is an eye shader in the v1.1 wink


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#88 2013-12-10 18:00:28

pitiwazou
Member

Re: Renders test

I did all you said, but it's the same result sad

http://uppix.3dvf.com/images/r4AFg.jpg

Indeed, I always had hard time to make great eyes in guerilla ;(


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#89 2013-12-12 00:39:18

Gam
Member

Re: Renders test

Mmmmm May be there are another way to achieve that.

Try this. Change with another light set without shadow set.

Does it make sense for you?

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#90 2013-12-12 17:21:07

matic
Member

Re: Renders test

I think I found the solution. Tell me if I'm wrong ^^

http://uppix.3dvf.com/images/xbSuK.jpg

One question if I change my set with -Refraction and -Reflection why my refraction/reflection is steel here ?? I see the difference with the lights and shadows set but nothing with Reflection or refraction ....


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#91 2013-12-13 11:19:44

hulud
Guerilla dev, the guy to hug

Re: Renders test

Ok the difference of lighting you see is one missing bounce of GI. Your project uses 2 bounces of diffuse, and in Guerilla 1.0, you loose one bounce passing through the cornea. You have to tell the glass shader and the diffuse shaders inside the eye to use one more bounce (so 3 bounces here) if you want the exact same lighting than without the cornea.

Here is my setup:

http://guerillarender.com/images/eye_setup.PNG
Left with the cornea/Right without


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#92 2013-12-13 11:54:44

pitiwazou
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Re: Renders test

Yeah !! It's much better ! good to know.

Thx wink


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#93 2013-12-14 21:43:15

pitiwazou
Member

Re: Renders test

Little Test of the SSS.

http://uppix.3dvf.com/images/94BiU.png


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#94 2013-12-14 23:42:39

pitiwazou
Member

Re: Renders test

Ca you tell me how to add difraction and caustics ?

http://uppix.3dvf.com/images/a6B5b.png

I put caustics in the ray filter of the renderpass, but I have nothing. I d'ont find in the documentation.


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#95 2013-12-15 09:33:47

PascalR
Member

Re: Renders test

Great SSS test!
Here is Cyril's tip for the caustics:
"By default, Guerilla removes the caustics with the Render Settings -> Ray Tracing -> Ray Filter attribute. You can try with the caustics, but path tracers are not good at it."

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#96 2013-12-15 11:53:29

matic
Member

Re: Renders test

Wheel I did some test and Guerilla have caustics but maybe not very goog for now.... very noisy result with 256 samples.

http://uppix.3dvf.com/images/kNOsv.jpg


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#97 2013-12-15 14:34:09

matic
Member

Re: Renders test

With more diffuse bounces that's better but after 1h39 with 256 samples..... noise is still here ^^

http://uppix.3dvf.com/images/L5asy.jpg


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#98 2013-12-15 15:36:47

hulud
Guerilla dev, the guy to hug

Re: Renders test

Great test, I think it is the best you can get out of a path tracer without trick. To get better caustics, one can increase the specular roughness after the first bounce in the shader. The shader must be upgraded to do that, but it is not difficult to do.

Cyril


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#99 2013-12-15 16:34:56

pitiwazou
Member

Re: Renders test

Ok !


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#100 2013-12-15 19:20:38

matic
Member

Re: Renders test

What is the better result in term of render time ? In the render setting ----> Bouces or in the shader with the ray Depth ?

Here is another test with some Ray depth shader tweaking.

http://img850.imageshack.us/img850/5624/1wpk.jpg


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