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#1 2016-10-04 20:19:57

Problem the infinitemedium

Hello everyone, it's been a while!

Right now I'm working with the infinitemedium and the volume shader. Everything's working well, but I have a problem. It affect all the lights in my scene and I only want it to affect two of them. I've try to solve the problem by setting those two light in a light set and then add a set node with the infinitemedium, but it didn't work out.

Is there a way to isolate the infinitemedium so it can only affect precise lights?

Thank you very much.

-Nicolas Tremblay

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#2 2016-10-05 14:11:17

Ben
Guerilla dev, the guy to hug

Re: Problem the infinitemedium

Hi Nicolas,

You have to remove the default Lights set off the infinite medium, and add the 2 lights to the infinite medium.
For instance, you can do that this way:

The initial setup, the infinite medium is illuminated by all lights:
http://guerillarender.com/images/inf_Lights.png

Override the infinite medium sets to remove Lights and add the 2 specific point lights:
http://guerillarender.com/images/inf_NoLights.png
Note the "-Lights", which removes the "Lights" at the override node.

The infinite medium is now lit by the two lights only:
http://guerillarender.com/images/inf_NoLights_render.png

Cheers!
Ben


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

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#3 2016-10-18 20:22:55

Re: Problem the infinitemedium

Hi Ben,

Thank you for the answer! It worked well!

Now, I have some problem with the quality of my render. My problem are with the sampling of the reflection.
I haven't seen a tool to change the sampling of my reflection and even with high sample, it still have noise.
Same goes for the volumetric.

Also for the volumetric of the window, it doesn't have the same effect my lamp have and I don't really know why.

My sampling:
                   RenderSetting:
                                        Sample: 515
                                        Camera Samples: 64
                                        Direct Samples: 4096
                                        Indirect Samples: 4096
                   Shading:
                                        Direct Sampling: 8
                                        Indirect Sampling: 8

Beauty: https://s9.postimg.org/70fhuz4yj/1230166nt_Artinterior_Beauty_001.jpg

Reflection: https://s9.postimg.org/59wgthnff/1230166nt_Artinterior_Spec_001.jpg

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#4 2016-10-18 22:10:08

Ben
Guerilla dev, the guy to hug

Re: Problem the infinitemedium

Hi Nicolas,

You have a lot of fireflies there. To diagnose what is causing these fireflies, you should, in order :
* isolate the light(s) that cause the fireflies
* isolate the object(s) that cause the fireflies

In your case, you may have a trouble with the infinite medium. Try hiding it to check if this hides the fireflies.
If this is the case, an easy fix is to remove the volumetric from the Diffuse,Reflection and Refraction sets. This has the adverse effect of losing a bit of energy bouncing in the volumetric, though. But this is generally the simplest way to fix this.

Cheers,
Ben


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

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#5 2016-10-19 10:03:15

hulud
Guerilla dev, the guy to hug

Re: Problem the infinitemedium

My two cents :

Try to separate your lights (check the Light -> Separate lighting attribute).
If you use a volume, keep the decay of your lights at 2, a non-physical decay on lights may produce fireflies in volumetrics.


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

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#6 2016-10-19 19:52:42

Re: Problem the infinitemedium

Hello Ben,

I saw with the progressive render that the problem was most likely solve. I still need to wait and see if my final render is finish. Thank you for the tip !

Also I have a question, is there a sample option for the different map in guerilla ( Reflection, refraction, SSS, etc ) or the only options for the samples are with the direct, indirect and camera? Oh and what is the most optimal way to clean your render ? Right now I'm using both the general samples and the shading ( In the renderPass option ) samples, but I wonder if I change the samples of the lights ( In the option of the lights themself ) it will lower the time of my render. Right now it take a lot of time to render one frame and if I want to do a pan, it will take me way too much time to do it.

**I separe my render with the lamp in two: Forward ground and background. Each of them are rendered on different computer and took me a lot of time to render each.**

___________________________________________________________________________________________________________

Hi hulud,

I've check in the option of the light and I only see ''separate sampling'' which is not activated. Did you meant with the light set option ?

I normaly use a decay of 4. Should I still use a decay of 2 for my volumetric ?

Also, I'm using square light (For the window in the back ), but my volumetric is not making a ''ray of god'' effect that I want. With my lamp I was able to have the effect I wanted, but I cannot with the light of my window. Is there a way to resolve this problem as well ?

Thank you very much, both of you, for the help !

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#7 2016-10-20 00:27:50

Re: Problem the infinitemedium

Hello Ben,

Here, this is the last render I did with the diffuse, reflection and refraction off ( For the volumetric ). I've check in nuke, and the fireflies are in the Diffuse channel only.

https://s3.postimg.org/py83y2d1b/1230166nt_Artinterior_Beauty_v002.jpg

You've have said ''But this is generally the simplest way to fix this.'', does this mean there's an other way to fix this problem?

Thanks.

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#8 2016-10-20 10:14:16

hulud
Guerilla dev, the guy to hug

Re: Problem the infinitemedium

Hi Nicolas !

> is there a sample option for the different map in guerilla ( Reflection, refraction, SSS, etc )

You can multiply the sampling in the Surface node for each BRDF :

Surface -> Diffuse -> Direct/Indirect Sampling
Surface -> Spec1 -> Direct/Indirect Sampling
Surface -> SSS -> Direct/Indirect Sampling
etc..

If you do that in your RenderGraph at the end on the flow, it will act like a "global" setting.

>  Should I still use a decay of 2 for my volumetric ?

In general, it is good to keep it at 2, the intensity of light decreases "naturally" with the distance. It should give you more realistic rendering. And in presence of volumetrics, the math formulas we use work better (i-e give less noise) if the decay is at 2.

> I'm using square light

Your square light probably diffuses the light in the entire scene, so you can't see the god rays. Try with a DistantLight, you should get them.

> I separe my render with the lamp in two:

You probably know that, but in Guerilla, you can render multiple layers (list of objects with matte objets) in the same rendering.


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

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