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#101 2013-12-16 12:06:46

hulud
Guerilla dev, the guy to hug

Re: Renders test

Hi matic,

If you want to reduce the noise in the caustics, increase the samples and not the bounces. You can go upper than 256 if you like.
Bounces in the Render settings in took by default, then it is overriden by the Ray Depth attribute in the shader. Everything is limited at the end by the Max Bounces.


Cyril 'Hulud' Corvazier
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http://www.mercs-eng.com

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#102 2013-12-16 14:13:20

matic
Member

Re: Renders test

More than 256 a simple 800x600 px will take hours.... ^^ i'not very patient wink


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#103 2013-12-16 23:20:22

Gam
Member

Re: Renders test

May be I am wrong.
But It does not make sense to try to render any sharp caustics with a single path tracer.

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#104 2013-12-16 23:36:02

hulud
Guerilla dev, the guy to hug

Re: Renders test

Yeah, you are right, with a bidirectionnal path tracer it is much easier.. But once again.. It is possible to cheat to render them. Anyway, unbiased caustics are an unsolved problem in CG, for example, there is no unbiased method known able to render reflected cauctics.. Like caustics seen through the water surface in a swiming pool. To do that, you need photon mapping, or cheat a little bit.


Cyril 'Hulud' Corvazier
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#105 2013-12-17 14:48:51

Gam
Member

Re: Renders test

You're right.
The best way is to cheat caustics.
By the way "Physically caustics" are too unpredictable and too expensive in cpu usage.

Last edited by Gam (2013-12-17 14:59:38)

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#106 2014-10-17 15:46:23

pitiwazou
Member

Re: Renders test

Little fun with guerilla !

http://uppix.3dvf.com/images/YdVq3.png


The member to blame ! ^^
Cédric Lepiller, Freelance 3D
http://www.pitiwazou.com/

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#107 2014-10-17 19:41:34

paul.parneix
Member

Re: Renders test

nice one ! love the DOF, light temperature looks realistic


FX TD / Artist - 3D and Surface Scan Speciaist.

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#108 2014-10-19 17:25:04

hulud
Guerilla dev, the guy to hug

Re: Renders test

Hey, welcome back Mr Pitiwazou !


Cyril 'Hulud' Corvazier
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#109 2015-05-05 23:17:28

pitiwazou
Member

Re: Renders test

RE comeback ^^

Little test of fur for a new project.

http://www.pitiwazou.com/wp-content/uploads/2015/05/cedric_lepiller_pitiwazou_funny_dogs_009.jpg

Hair painting in blender, export in Guerilla for render.

http://i.gyazo.com/5f4ca4f189950d941082ae6155f24807.png

http://i.gyazo.com/e7f3ba62aa9a2eafcc03af5b844c2916.png

I have a realistic cat to make for a customer so this is a test and I will definitively use Guerilla for the render !

Last edited by pitiwazou (2015-05-06 00:49:28)


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#110 2015-05-06 15:23:16

gaia
Member

Re: Renders test

good job cédric !

sympa les poils ^^

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#111 2015-05-07 10:16:42

Ben
Guerilla dev, the guy to hug

Re: Renders test

Hey! Nice render!

What was your workflow for hair from Blender?

Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#112 2015-05-07 13:34:38

pitiwazou
Member

Re: Renders test

Thx guys wink

I use this technique on blender to work on my hair.

https://www.youtube.com/watch?v=Ob9_y7oleTY

I could also gererate curves automatically but I prefer have a full control by placing them where   I want.
I made a custom pie menu to accelerate my workflow and with the GPU rendering, I can see if my hair are ok.
It's really usefull.

After, I export the curves in Maya and then in Guerilla.
I could test with an alembic export, I have to test it and xgen, yeti also.

I have the time to work the workflow, but right now, with the hair system in Blender I can have a good control, multiple hair system and a fast preview in the viewport and it's already working fine I think ^^


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http://www.pitiwazou.com/

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#113 2015-05-07 18:29:16

MattRM
Member

Re: Renders test

Nice Pitiwazou !!!

You can export curves using the Octane Alembic plug for Alembic, but you need to export all curves, not just guides hmm
Nice render again wink

Matt

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#114 2015-05-07 19:26:57

pitiwazou
Member

Re: Renders test

Yes I have tested with your video, but I haven't the alembic file in the end, I will ask you on G+ wink

Last edited by pitiwazou (2015-05-07 19:27:13)


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http://www.pitiwazou.com/

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#115 2015-05-07 21:43:28

pitiwazou
Member

Re: Renders test

Ok, the alembic is working and I have my curves.

But it's not good if I have to import all the children.

the plugin does not export curves sad


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http://www.pitiwazou.com/

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#116 2015-05-08 15:17:25

pitiwazou
Member

Re: Renders test

Someone have the good options to export displace map from Zbrush for Guerilla ?


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#117 2015-05-08 19:19:29

pitiwazou
Member

Re: Renders test

Is it possible to do this ?

http://uppix.3dvf.com/images/7Mzwp.jpg


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#118 2015-05-08 23:34:30

Ben
Guerilla dev, the guy to hug

Re: Renders test

Yes, you have to use the v coordinates of the curve. Create a subshader for the hair diffuse color, and add a SL Box node, then edit the SL script and put the following code :

Code:

float fv ()
{
    return v;
}

Then use the output value into a gradient node, it should be good!

Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#119 2015-05-08 23:44:12

pitiwazou
Member

Re: Renders test

Ok, I will test that, thx wink


The member to blame ! ^^
Cédric Lepiller, Freelance 3D
http://www.pitiwazou.com/

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#120 2015-05-09 00:40:23

pitiwazou
Member

Re: Renders test

Ok, it's working fine, thx wink

Do you think it's possible to use 2 maps to drive the colors ?
On my dog, the hair will not be the same color every where for the root and tip.

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

The scene > https://www.dropbox.com/s/azmsp7w8o2pza … oject?dl=0

Have you consider ro add the possibility to change DPI for the UI of Guerilla ?

Last edited by pitiwazou (2015-05-09 00:54:06)


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http://www.pitiwazou.com/

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#121 2015-05-09 11:57:55

Ben
Guerilla dev, the guy to hug

Re: Renders test

Hi Pitiwazou,

If you use the HairAndFur procedural, you can make sure that Attributes > Generate ST is checked (and you'll get the texture coordinates of the scalp transferred on the fur.)

Otherwise, it depends on the way the hair system was generated. Usually, texture coordinates are transferred, but that is not automatic...

And for the DPI of the UI, nope unfortunately, that's not a simple rework, sorry...

Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#122 2015-05-09 12:24:16

pitiwazou
Member

Re: Renders test

Ok thx wink
I will make some tests.

Yes the DPI for the UI is not simple, I understand ^^


The member to blame ! ^^
Cédric Lepiller, Freelance 3D
http://www.pitiwazou.com/

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#123 2015-05-09 14:21:01

pitiwazou
Member

Re: Renders test

Found the good parameters for the displace.

http://www.cggallery.com/images/tutorials/displacement_settings_zbrush_multimap.jpg


The member to blame ! ^^
Cédric Lepiller, Freelance 3D
http://www.pitiwazou.com/

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#124 2015-05-09 15:30:45

pitiwazou
Member

Re: Renders test

Do you know why I have this kind of black artefact ?

http://uppix.3dvf.com/images/2LC8l.jpg

EDIT : It's because of my normal map for the spec 2.

Last edited by pitiwazou (2015-05-09 20:15:52)


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Cédric Lepiller, Freelance 3D
http://www.pitiwazou.com/

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#125 2015-05-10 22:04:02

Ben
Guerilla dev, the guy to hug

Re: Renders test

You may try to set the Raytracing > Terminator attribute to 1. If that doesn't fix the issue, you'll probably have to increase the subdivision level.


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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