Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-02 Thread olivier jeannel

What does -thread 7 stands for ?
don't use thread N°7 ? if you have 8 cores, is that it ?

Le 02/04/2013 06:37, Jason S a écrit :

More about frustration alleviation with MR, for those that don't know :

Given how SI can freeze-up to a crawl when a bunch of things are going 
in the RenderRegion,
to the point of not even being able update it's own rendering tiles in 
the region (t'il it's done rendering)
let alone changing settings or even just stopping the (damn) ;] 
render.


.. if you append -thread 7 to your XSI.bat file,
you can gain considerable UI responsivness at the expense of 1/8 less 
rendering performance

well enough to change settings

Wish I known this since multicores became common!

Can't beleive for the life of me how such an (essential/basic/EASY) 
thing never made it to the UI


_*XSI.bat *_
 @echo off
call C:\Program Files\Autodesk\Softimage 2013\Application\bin\setenv.bat
start  C:\Program Files\Autodesk\Softimage 
2013\Application\bin\XSI.exe %* _*-thread 7*_




On 31/03/2013 7:12 AM, Tim Leydecker wrote:

Hi Sven,

I´m also using the classroom scene as a base.

Slight modifications to the windows to eliminate any terminator effects
(like FG pushing through showing around the window framing, or also 
Arnold
producing shading errors because the geo is singlesided and kept open 
there)

basically, cleaning up the meshes and creating UVs.

I don´t think this scene can become photorealistic, the models and 
proportions
easily throw you off, even if only subconsiously. Nevertheless, I 
also try to

get believable lighting into the scene.

It´s hard.

I´m using DisplayColorManagmentGamma Values 2.2.

Beware of the physical sky and sun setup together with FinalGathering.

In my personal opinion, it´s implementation it is at least misleading...

The photographic exposure tonemapping makes it difficult to get a 
correct result,
it´s very important to adjust the effect of burn_highlights based 
on the dialed

in exposure until you get to match the FG preview and the final render.

It´s best seen on the resulting physical sky color, the photographic 
exposure
lensshader tonemaps the sky down too much. This offset is depending 
on the

dialed in exposure, you can´t just crank up or down the exposure without
counteradjusting the burn_highlights slider again.

Please note, I´m not stupid enough to leave the photographic exposure 
gamma at 2.2, too.

It´s set to 1.

If I compare the skysun with various highdynamic range images on the 
environment
and just final gathering without a sunlight, I also have to tone done 
finalgathering

Primary Bounce Color and Secondary Bounce Color to 0.4545.

Only then the FG calculation aligns perfectly with the final image 
then...


Therefor I think the 1.0 default setting is wrong, the FG calculation 
is not affected by
setting 2.2 display gamma settings but needs to be adjusted based on 
the Colormanagement

settings.

Not to mention that a first class *.hdr from Paul Debevec on the 
environment
(for FG) forces me to throw away the photographic exposure lens 
shader to
get to see anything useful. That alone is proof that the skysun 
setup should not
be taken as willingly aligned and adjusted to artist´s needs... my 
personal opinion.


--

In terms of classroom lighting:

I cycled through Irradiance particles, Final Gathering and brute 
force methods.


*Irradiance Particles gave me disappointing, large areas moving noise 
from frame to frame
*FG can be stable if baked but is still quite difficult to get 
splotch free initially
*FG re-calculated per frame using mip_fgshooter is better but not 
automatically free of flicker/pumping.

*FG exact gave me crawling noise.

I´m re-setting up the lighting today with a hdr environment and a 
mib_cied_dInfinite light
and unified sampling. That gives me pretty reliable and controlable 
results, I would have
liked to use the skysun setup but that crap doesn´t even tell you 
where North is...



Cheers,


tim


On 29.03.2013 16:49, Sven Constable wrote:
I did tests with the fgshooter a few weeks ago on the classroom 
scene. And
yes, its implemention is awful.  I used the fgshooter addon too, its 
way

easier then.
Btw. I'm also still  on the classroom scene and added light and camera
animation, but I had no time to finish it yet. My goal is to make it as
realistic as possible and bring mentalray onto its knees.:) Of 
course it
has to be flickerfree, what is very hard when the sun is animated 
and it
goes to the horizon resulting in only a few very bright spots in the 
scene

that has to lit the whole room evenly.

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim 
Leydecker

Sent: Friday, March 29, 2013 15:36
To: softimage@listproc.autodesk.com
Subject: Finalgathering made less frustrating: mx_fgshooter

Hi guys,


there´s a lot to be desired about mental ray´s implementation and user
friendliness. I don´t even want to start about 

Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-02 Thread Dan Yargici
Use 7 threads.  The '-' just signifies it's an input argument to XSI...

DAN


On Tue, Apr 2, 2013 at 9:48 AM, olivier jeannel olivier.jean...@noos.frwrote:

  What does -thread 7 stands for ?
 don't use thread N°7 ? if you have 8 cores, is that it ?

 Le 02/04/2013 06:37, Jason S a écrit :

 More about frustration alleviation with MR, for those that don't know :

 Given how SI can freeze-up to a crawl when a bunch of things are going in
 the RenderRegion,
 to the point of not even being able update it's own rendering tiles in the
 region (t'il it's done rendering)
 let alone changing settings or even just stopping the (damn) ;] render.

 .. if you append -thread 7 to your XSI.bat file,
 you can gain considerable UI responsivness at the expense of 1/8 less
 rendering performance
 well enough to change settings

 Wish I known this since multicores became common!

 Can't beleive for the life of me how such an (essential/basic/EASY) thing
 never made it to the UI

 *XSI.bat  *
  @echo off
 call C:\Program Files\Autodesk\Softimage 2013\Application\bin\setenv.bat
 start  C:\Program Files\Autodesk\Softimage
 2013\Application\bin\XSI.exe %* *-thread 7*



 On 31/03/2013 7:12 AM, Tim Leydecker wrote:

 Hi Sven,

 I´m also using the classroom scene as a base.

 Slight modifications to the windows to eliminate any terminator effects
 (like FG pushing through showing around the window framing, or also Arnold
 producing shading errors because the geo is singlesided and kept open
 there)
 basically, cleaning up the meshes and creating UVs.

 I don´t think this scene can become photorealistic, the models and
 proportions
 easily throw you off, even if only subconsiously. Nevertheless, I also try
 to
 get believable lighting into the scene.

 It´s hard.

 I´m using DisplayColorManagmentGamma Values 2.2.

 Beware of the physical sky and sun setup together with FinalGathering.

 In my personal opinion, it´s implementation it is at least misleading...

 The photographic exposure tonemapping makes it difficult to get a correct
 result,
 it´s very important to adjust the effect of burn_highlights based on the
 dialed
 in exposure until you get to match the FG preview and the final render.

 It´s best seen on the resulting physical sky color, the photographic
 exposure
 lensshader tonemaps the sky down too much. This offset is depending on the
 dialed in exposure, you can´t just crank up or down the exposure without
 counteradjusting the burn_highlights slider again.

 Please note, I´m not stupid enough to leave the photographic exposure
 gamma at 2.2, too.
 It´s set to 1.

 If I compare the skysun with various highdynamic range images on the
 environment
 and just final gathering without a sunlight, I also have to tone done
 finalgathering
 Primary Bounce Color and Secondary Bounce Color to 0.4545.

 Only then the FG calculation aligns perfectly with the final image then...

 Therefor I think the 1.0 default setting is wrong, the FG calculation is
 not affected by
 setting 2.2 display gamma settings but needs to be adjusted based on the
 Colormanagement
 settings.

 Not to mention that a first class *.hdr from Paul Debevec on the
 environment
 (for FG) forces me to throw away the photographic exposure lens shader to
 get to see anything useful. That alone is proof that the skysun setup
 should not
 be taken as willingly aligned and adjusted to artist´s needs... my
 personal opinion.

 --

 In terms of classroom lighting:

 I cycled through Irradiance particles, Final Gathering and brute force
 methods.

 *Irradiance Particles gave me disappointing, large areas moving noise from
 frame to frame
 *FG can be stable if baked but is still quite difficult to get splotch
 free initially
 *FG re-calculated per frame using mip_fgshooter is better but not
 automatically free of flicker/pumping.
 *FG exact gave me crawling noise.

 I´m re-setting up the lighting today with a hdr environment and a
 mib_cied_dInfinite light
 and unified sampling. That gives me pretty reliable and controlable
 results, I would have
 liked to use the skysun setup but that crap doesn´t even tell you where
 North is...


 Cheers,


 tim


 On 29.03.2013 16:49, Sven Constable wrote:

 I did tests with the fgshooter a few weeks ago on the classroom scene. And
 yes, its implemention is awful.  I used the fgshooter addon too, its way
 easier then.
 Btw. I'm also still  on the classroom scene and added light and camera
 animation, but I had no time to finish it yet. My goal is to make it as
 realistic as possible and bring mentalray onto its knees.:)  Of course it
 has to be flickerfree, what is very hard when the sun is animated and it
 goes to the horizon resulting in only a few very bright spots in the scene
 that has to lit the whole room evenly.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On 

Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-02 Thread Jason S

The token could very well have been named threads in plural,
because it's the amount of threads MR should use.

And is NOT the same as setting the (entire) XSI process affinity to use 
only 7 threads (via TaskManager)

which can give general computer responsiveness,
but does'nt at-all change responsiveness within SI while rendering anything.

Never found anything in the internet about that tiny little string.


On 02/04/2013 2:48 AM, olivier jeannel wrote:

What does -thread 7 stands for ?
don't use thread N°7 ? if you have 8 cores, is that it ?

Le 02/04/2013 06:37, Jason S a écrit :

More about frustration alleviation with MR, for those that don't know :

Given how SI can freeze-up to a crawl when a bunch of things are 
going in the RenderRegion,
to the point of not even being able update it's own rendering tiles 
in the region (t'il it's done rendering)
let alone changing settings or even just stopping the (damn) ;] 
render.


.. if you append -thread 7 to your XSI.bat file,
you can gain considerable UI responsivness at the expense of 1/8 less 
rendering performance

well enough to change settings

Wish I known this since multicores became common!

Can't beleive for the life of me how such an (essential/basic/EASY) 
thing never made it to the UI


_*XSI.bat *_
 @echo off
call C:\Program Files\Autodesk\Softimage 
2013\Application\bin\setenv.bat
start  C:\Program Files\Autodesk\Softimage 
2013\Application\bin\XSI.exe %* _*-thread 7*_




On 31/03/2013 7:12 AM, Tim Leydecker wrote:

Hi Sven,

I´m also using the classroom scene as a base.

Slight modifications to the windows to eliminate any terminator effects
(like FG pushing through showing around the window framing, or also 
Arnold
producing shading errors because the geo is singlesided and kept 
open there)

basically, cleaning up the meshes and creating UVs.

I don´t think this scene can become photorealistic, the models and 
proportions
easily throw you off, even if only subconsiously. Nevertheless, I 
also try to

get believable lighting into the scene.

It´s hard.

I´m using DisplayColorManagmentGamma Values 2.2.

Beware of the physical sky and sun setup together with FinalGathering.

In my personal opinion, it´s implementation it is at least 
misleading...


The photographic exposure tonemapping makes it difficult to get a 
correct result,
it´s very important to adjust the effect of burn_highlights based 
on the dialed

in exposure until you get to match the FG preview and the final render.

It´s best seen on the resulting physical sky color, the photographic 
exposure
lensshader tonemaps the sky down too much. This offset is depending 
on the
dialed in exposure, you can´t just crank up or down the exposure 
without

counteradjusting the burn_highlights slider again.

Please note, I´m not stupid enough to leave the photographic 
exposure gamma at 2.2, too.

It´s set to 1.

If I compare the skysun with various highdynamic range images on 
the environment
and just final gathering without a sunlight, I also have to tone 
done finalgathering

Primary Bounce Color and Secondary Bounce Color to 0.4545.

Only then the FG calculation aligns perfectly with the final image 
then...


Therefor I think the 1.0 default setting is wrong, the FG 
calculation is not affected by
setting 2.2 display gamma settings but needs to be adjusted based on 
the Colormanagement

settings.

Not to mention that a first class *.hdr from Paul Debevec on the 
environment
(for FG) forces me to throw away the photographic exposure lens 
shader to
get to see anything useful. That alone is proof that the skysun 
setup should not
be taken as willingly aligned and adjusted to artist´s needs... my 
personal opinion.


--

In terms of classroom lighting:

I cycled through Irradiance particles, Final Gathering and brute 
force methods.


*Irradiance Particles gave me disappointing, large areas moving 
noise from frame to frame
*FG can be stable if baked but is still quite difficult to get 
splotch free initially
*FG re-calculated per frame using mip_fgshooter is better but not 
automatically free of flicker/pumping.

*FG exact gave me crawling noise.

I´m re-setting up the lighting today with a hdr environment and a 
mib_cied_dInfinite light
and unified sampling. That gives me pretty reliable and controlable 
results, I would have
liked to use the skysun setup but that crap doesn´t even tell you 
where North is...



Cheers,


tim


On 29.03.2013 16:49, Sven Constable wrote:
I did tests with the fgshooter a few weeks ago on the classroom 
scene. And
yes, its implemention is awful.  I used the fgshooter addon too, 
its way

easier then.
Btw. I'm also still  on the classroom scene and added light and camera
animation, but I had no time to finish it yet. My goal is to make 
it as
realistic as possible and bring mentalray onto its knees.:)  Of 
course it
has to be flickerfree, what is very hard when the sun is animated 
and it
goes to the horizon resulting in only a few very bright spots 

Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-02 Thread Dan Yargici
That's a little gem. Thanks Jason.

DAN


On Tue, Apr 2, 2013 at 7:37 AM, Jason S jasonsta...@gmail.com wrote:

 **
 More about frustration alleviation with MR, for those that don't know :

 Given how SI can freeze-up to a crawl when a bunch of things are going in
 the RenderRegion,
 to the point of not even being able update it's own rendering tiles in the
 region (t'il it's done rendering)
 let alone changing settings or even just stopping the (damn) ;] render.

 .. if you append -thread 7 to your XSI.bat file,
 you can gain considerable UI responsivness at the expense of 1/8 less
 rendering performance
 well enough to change settings

 Wish I known this since multicores became common!

 Can't beleive for the life of me how such an (essential/basic/EASY) thing
 never made it to the UI

 *XSI.bat  *
  @echo off
 call C:\Program Files\Autodesk\Softimage 2013\Application\bin\setenv.bat
 start  C:\Program Files\Autodesk\Softimage
 2013\Application\bin\XSI.exe %* *-thread 7*




Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-02 Thread olivier jeannel

Ok, Thank you :)

Le 02/04/2013 08:52, Jason S a écrit :

The token could very well have been named threads in plural,
because it's the amount of threads MR should use.

And is NOT the same as setting the (entire) XSI process affinity to 
use only 7 threads (via TaskManager)

which can give general computer responsiveness,
but does'nt at-all change responsiveness within SI while rendering 
anything.


Never found anything in the internet about that tiny little string.


On 02/04/2013 2:48 AM, olivier jeannel wrote:

What does -thread 7 stands for ?
don't use thread N°7 ? if you have 8 cores, is that it ?

Le 02/04/2013 06:37, Jason S a écrit :

More about frustration alleviation with MR, for those that don't know :

Given how SI can freeze-up to a crawl when a bunch of things are 
going in the RenderRegion,
to the point of not even being able update it's own rendering tiles 
in the region (t'il it's done rendering)
let alone changing settings or even just stopping the (damn) ;] 
render.


.. if you append -thread 7 to your XSI.bat file,
you can gain considerable UI responsivness at the expense of 1/8 
less rendering performance

well enough to change settings

Wish I known this since multicores became common!

Can't beleive for the life of me how such an (essential/basic/EASY) 
thing never made it to the UI


_*XSI.bat *_
 @echo off
call C:\Program Files\Autodesk\Softimage 
2013\Application\bin\setenv.bat
start  C:\Program Files\Autodesk\Softimage 
2013\Application\bin\XSI.exe %* _*-thread 7*_




On 31/03/2013 7:12 AM, Tim Leydecker wrote:

Hi Sven,

I´m also using the classroom scene as a base.

Slight modifications to the windows to eliminate any terminator 
effects
(like FG pushing through showing around the window framing, or also 
Arnold
producing shading errors because the geo is singlesided and kept 
open there)

basically, cleaning up the meshes and creating UVs.

I don´t think this scene can become photorealistic, the models and 
proportions
easily throw you off, even if only subconsiously. Nevertheless, I 
also try to

get believable lighting into the scene.

It´s hard.

I´m using DisplayColorManagmentGamma Values 2.2.

Beware of the physical sky and sun setup together with FinalGathering.

In my personal opinion, it´s implementation it is at least 
misleading...


The photographic exposure tonemapping makes it difficult to get a 
correct result,
it´s very important to adjust the effect of burn_highlights based 
on the dialed
in exposure until you get to match the FG preview and the final 
render.


It´s best seen on the resulting physical sky color, the 
photographic exposure
lensshader tonemaps the sky down too much. This offset is depending 
on the
dialed in exposure, you can´t just crank up or down the exposure 
without

counteradjusting the burn_highlights slider again.

Please note, I´m not stupid enough to leave the photographic 
exposure gamma at 2.2, too.

It´s set to 1.

If I compare the skysun with various highdynamic range images on 
the environment
and just final gathering without a sunlight, I also have to tone 
done finalgathering

Primary Bounce Color and Secondary Bounce Color to 0.4545.

Only then the FG calculation aligns perfectly with the final image 
then...


Therefor I think the 1.0 default setting is wrong, the FG 
calculation is not affected by
setting 2.2 display gamma settings but needs to be adjusted based 
on the Colormanagement

settings.

Not to mention that a first class *.hdr from Paul Debevec on the 
environment
(for FG) forces me to throw away the photographic exposure lens 
shader to
get to see anything useful. That alone is proof that the skysun 
setup should not
be taken as willingly aligned and adjusted to artist´s needs... my 
personal opinion.


--

In terms of classroom lighting:

I cycled through Irradiance particles, Final Gathering and brute 
force methods.


*Irradiance Particles gave me disappointing, large areas moving 
noise from frame to frame
*FG can be stable if baked but is still quite difficult to get 
splotch free initially
*FG re-calculated per frame using mip_fgshooter is better but not 
automatically free of flicker/pumping.

*FG exact gave me crawling noise.

I´m re-setting up the lighting today with a hdr environment and a 
mib_cied_dInfinite light
and unified sampling. That gives me pretty reliable and controlable 
results, I would have
liked to use the skysun setup but that crap doesn´t even tell you 
where North is...



Cheers,


tim


On 29.03.2013 16:49, Sven Constable wrote:
I did tests with the fgshooter a few weeks ago on the classroom 
scene. And
yes, its implemention is awful.  I used the fgshooter addon too, 
its way

easier then.
Btw. I'm also still  on the classroom scene and added light and 
camera
animation, but I had no time to finish it yet. My goal is to make 
it as
realistic as possible and bring mentalray onto its knees.:)  Of 
course it
has to be flickerfree, what is very hard when the sun is animated 
and 

Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-02 Thread Jason S

My pleasure :)  spread the word!

On 02/04/2013 3:21 AM, olivier jeannel wrote:

Ok, Thank you :)

Le 02/04/2013 08:52, Jason S a écrit :

The token could very well have been named threads in plural,
because it's the amount of threads MR should use.

And is NOT the same as setting the (entire) XSI process affinity to 
use only 7 threads (via TaskManager)

which can give general computer responsiveness,
but does'nt at-all change responsiveness within SI while rendering 
anything.


Never found anything in the internet about that tiny little string.


On 02/04/2013 2:48 AM, olivier jeannel wrote:

What does -thread 7 stands for ?
don't use thread N°7 ? if you have 8 cores, is that it ?

Le 02/04/2013 06:37, Jason S a écrit :

More about frustration alleviation with MR, for those that don't know :

Given how SI can freeze-up to a crawl when a bunch of things are 
going in the RenderRegion,
to the point of not even being able update it's own rendering tiles 
in the region (t'il it's done rendering)
let alone changing settings or even just stopping the (damn) ;] 
render.


.. if you append -thread 7 to your XSI.bat file,
you can gain considerable UI responsivness at the expense of 1/8 
less rendering performance

well enough to change settings

Wish I known this since multicores became common!

Can't beleive for the life of me how such an (essential/basic/EASY) 
thing never made it to the UI


_*XSI.bat *_
 @echo off
call C:\Program Files\Autodesk\Softimage 
2013\Application\bin\setenv.bat
start  C:\Program Files\Autodesk\Softimage 
2013\Application\bin\XSI.exe %* _*-thread 7*_




On 31/03/2013 7:12 AM, Tim Leydecker wrote:

Hi Sven,

I´m also using the classroom scene as a base.

Slight modifications to the windows to eliminate any terminator 
effects
(like FG pushing through showing around the window framing, or 
also Arnold
producing shading errors because the geo is singlesided and kept 
open there)

basically, cleaning up the meshes and creating UVs.

I don´t think this scene can become photorealistic, the models and 
proportions
easily throw you off, even if only subconsiously. Nevertheless, I 
also try to

get believable lighting into the scene.

It´s hard.

I´m using DisplayColorManagmentGamma Values 2.2.

Beware of the physical sky and sun setup together with 
FinalGathering.


In my personal opinion, it´s implementation it is at least 
misleading...


The photographic exposure tonemapping makes it difficult to get a 
correct result,
it´s very important to adjust the effect of burn_highlights 
based on the dialed
in exposure until you get to match the FG preview and the final 
render.


It´s best seen on the resulting physical sky color, the 
photographic exposure
lensshader tonemaps the sky down too much. This offset is 
depending on the
dialed in exposure, you can´t just crank up or down the exposure 
without

counteradjusting the burn_highlights slider again.

Please note, I´m not stupid enough to leave the photographic 
exposure gamma at 2.2, too.

It´s set to 1.

If I compare the skysun with various highdynamic range images on 
the environment
and just final gathering without a sunlight, I also have to tone 
done finalgathering

Primary Bounce Color and Secondary Bounce Color to 0.4545.

Only then the FG calculation aligns perfectly with the final image 
then...


Therefor I think the 1.0 default setting is wrong, the FG 
calculation is not affected by
setting 2.2 display gamma settings but needs to be adjusted based 
on the Colormanagement

settings.

Not to mention that a first class *.hdr from Paul Debevec on the 
environment
(for FG) forces me to throw away the photographic exposure lens 
shader to
get to see anything useful. That alone is proof that the skysun 
setup should not
be taken as willingly aligned and adjusted to artist´s needs... my 
personal opinion.


--

In terms of classroom lighting:

I cycled through Irradiance particles, Final Gathering and brute 
force methods.


*Irradiance Particles gave me disappointing, large areas moving 
noise from frame to frame
*FG can be stable if baked but is still quite difficult to get 
splotch free initially
*FG re-calculated per frame using mip_fgshooter is better but not 
automatically free of flicker/pumping.

*FG exact gave me crawling noise.

I´m re-setting up the lighting today with a hdr environment and a 
mib_cied_dInfinite light
and unified sampling. That gives me pretty reliable and 
controlable results, I would have
liked to use the skysun setup but that crap doesn´t even tell you 
where North is...



Cheers,


tim


On 29.03.2013 16:49, Sven Constable wrote:
I did tests with the fgshooter a few weeks ago on the classroom 
scene. And
yes, its implemention is awful.  I used the fgshooter addon too, 
its way

easier then.
Btw. I'm also still  on the classroom scene and added light and 
camera
animation, but I had no time to finish it yet. My goal is to make 
it as
realistic as possible and bring mentalray onto its knees.:)  Of 

Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-01 Thread Jason S

More about frustration alleviation with MR, for those that don't know :

Given how SI can freeze-up to a crawl when a bunch of things are going 
in the RenderRegion,
to the point of not even being able update it's own rendering tiles in 
the region (t'il it's done rendering)

let alone changing settings or even just stopping the (damn) ;] render.

.. if you append -thread 7 to your XSI.bat file,
you can gain considerable UI responsivness at the expense of 1/8 less 
rendering performance

well enough to change settings

Wish I known this since multicores became common!

Can't beleive for the life of me how such an (essential/basic/EASY) 
thing never made it to the UI


_*XSI.bat *_
 @echo off
call C:\Program Files\Autodesk\Softimage 2013\Application\bin\setenv.bat
start  C:\Program Files\Autodesk\Softimage 
2013\Application\bin\XSI.exe %* _*-thread 7*_




On 31/03/2013 7:12 AM, Tim Leydecker wrote:

Hi Sven,

I´m also using the classroom scene as a base.

Slight modifications to the windows to eliminate any terminator effects
(like FG pushing through showing around the window framing, or also 
Arnold
producing shading errors because the geo is singlesided and kept open 
there)

basically, cleaning up the meshes and creating UVs.

I don´t think this scene can become photorealistic, the models and 
proportions
easily throw you off, even if only subconsiously. Nevertheless, I also 
try to

get believable lighting into the scene.

It´s hard.

I´m using DisplayColorManagmentGamma Values 2.2.

Beware of the physical sky and sun setup together with FinalGathering.

In my personal opinion, it´s implementation it is at least misleading...

The photographic exposure tonemapping makes it difficult to get a 
correct result,
it´s very important to adjust the effect of burn_highlights based on 
the dialed

in exposure until you get to match the FG preview and the final render.

It´s best seen on the resulting physical sky color, the photographic 
exposure
lensshader tonemaps the sky down too much. This offset is depending on 
the

dialed in exposure, you can´t just crank up or down the exposure without
counteradjusting the burn_highlights slider again.

Please note, I´m not stupid enough to leave the photographic exposure 
gamma at 2.2, too.

It´s set to 1.

If I compare the skysun with various highdynamic range images on the 
environment
and just final gathering without a sunlight, I also have to tone done 
finalgathering

Primary Bounce Color and Secondary Bounce Color to 0.4545.

Only then the FG calculation aligns perfectly with the final image 
then...


Therefor I think the 1.0 default setting is wrong, the FG calculation 
is not affected by
setting 2.2 display gamma settings but needs to be adjusted based on 
the Colormanagement

settings.

Not to mention that a first class *.hdr from Paul Debevec on the 
environment

(for FG) forces me to throw away the photographic exposure lens shader to
get to see anything useful. That alone is proof that the skysun setup 
should not
be taken as willingly aligned and adjusted to artist´s needs... my 
personal opinion.


--

In terms of classroom lighting:

I cycled through Irradiance particles, Final Gathering and brute force 
methods.


*Irradiance Particles gave me disappointing, large areas moving noise 
from frame to frame
*FG can be stable if baked but is still quite difficult to get splotch 
free initially
*FG re-calculated per frame using mip_fgshooter is better but not 
automatically free of flicker/pumping.

*FG exact gave me crawling noise.

I´m re-setting up the lighting today with a hdr environment and a 
mib_cied_dInfinite light
and unified sampling. That gives me pretty reliable and controlable 
results, I would have
liked to use the skysun setup but that crap doesn´t even tell you 
where North is...



Cheers,


tim


On 29.03.2013 16:49, Sven Constable wrote:
I did tests with the fgshooter a few weeks ago on the classroom 
scene. And

yes, its implemention is awful.  I used the fgshooter addon too, its way
easier then.
Btw. I'm also still  on the classroom scene and added light and camera
animation, but I had no time to finish it yet. My goal is to make it as
realistic as possible and bring mentalray onto its knees.:)  Of 
course it

has to be flickerfree, what is very hard when the sun is animated and it
goes to the horizon resulting in only a few very bright spots in the 
scene

that has to lit the whole room evenly.

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim 
Leydecker

Sent: Friday, March 29, 2013 15:36
To: softimage@listproc.autodesk.com
Subject: Finalgathering made less frustrating: mx_fgshooter

Hi guys,


there´s a lot to be desired about mental ray´s implementation and user
friendliness. I don´t even want to start about having at least an in 
depth

documentation including practical examples.

Nevertheless, there´s yet another node that may come in 

Re: Finalgathering made less frustrating: mx_fgshooter

2013-03-31 Thread Tim Leydecker

Hi Sven,

I´m also using the classroom scene as a base.

Slight modifications to the windows to eliminate any terminator effects
(like FG pushing through showing around the window framing, or also Arnold
producing shading errors because the geo is singlesided and kept open there)
basically, cleaning up the meshes and creating UVs.

I don´t think this scene can become photorealistic, the models and proportions
easily throw you off, even if only subconsiously. Nevertheless, I also try to
get believable lighting into the scene.

It´s hard.

I´m using DisplayColorManagmentGamma Values 2.2.

Beware of the physical sky and sun setup together with FinalGathering.

In my personal opinion, it´s implementation it is at least misleading...

The photographic exposure tonemapping makes it difficult to get a correct 
result,
it´s very important to adjust the effect of burn_highlights based on the 
dialed
in exposure until you get to match the FG preview and the final render.

It´s best seen on the resulting physical sky color, the photographic exposure
lensshader tonemaps the sky down too much. This offset is depending on the
dialed in exposure, you can´t just crank up or down the exposure without
counteradjusting the burn_highlights slider again.

Please note, I´m not stupid enough to leave the photographic exposure gamma at 
2.2, too.
It´s set to 1.

If I compare the skysun with various highdynamic range images on the 
environment
and just final gathering without a sunlight, I also have to tone done 
finalgathering
Primary Bounce Color and Secondary Bounce Color to 0.4545.

Only then the FG calculation aligns perfectly with the final image then...

Therefor I think the 1.0 default setting is wrong, the FG calculation is not 
affected by
setting 2.2 display gamma settings but needs to be adjusted based on the 
Colormanagement
settings.

Not to mention that a first class *.hdr from Paul Debevec on the environment
(for FG) forces me to throw away the photographic exposure lens shader to
get to see anything useful. That alone is proof that the skysun setup should 
not
be taken as willingly aligned and adjusted to artist´s needs... my personal 
opinion.

--

In terms of classroom lighting:

I cycled through Irradiance particles, Final Gathering and brute force methods.

*Irradiance Particles gave me disappointing, large areas moving noise from 
frame to frame
*FG can be stable if baked but is still quite difficult to get splotch free 
initially
*FG re-calculated per frame using mip_fgshooter is better but not automatically 
free of flicker/pumping.
*FG exact gave me crawling noise.

I´m re-setting up the lighting today with a hdr environment and a 
mib_cied_dInfinite light
and unified sampling. That gives me pretty reliable and controlable results, I 
would have
liked to use the skysun setup but that crap doesn´t even tell you where North 
is...


Cheers,


tim


On 29.03.2013 16:49, Sven Constable wrote:

I did tests with the fgshooter a few weeks ago on the classroom scene. And
yes, its implemention is awful.  I used the fgshooter addon too, its way
easier then.
Btw. I'm also still  on the classroom scene and added light and camera
animation, but I had no time to finish it yet. My goal is to make it as
realistic as possible and bring mentalray onto its knees.:)  Of course it
has to be flickerfree, what is very hard when the sun is animated and it
goes to the horizon resulting in only a few very bright spots in the scene
that has to lit the whole room evenly.

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Friday, March 29, 2013 15:36
To: softimage@listproc.autodesk.com
Subject: Finalgathering made less frustrating: mx_fgshooter

Hi guys,


there´s a lot to be desired about mental ray´s implementation and user
friendliness. I don´t even want to start about having at least an in depth
documentation including practical examples.

Nevertheless, there´s yet another node that may come in handy but has
probably slipped your radar:

mip_fgshooter

It is supposed to be used to add finalgather calculations from additional
cameras to your current frame´s fgmap or your *.fgmap in general.

I can´t express how frustrated I am about the implementation in Softimage.

If you ever had hoped to having to figure out how to enter 4x4 matrixes and
get the thing working yourself, brace for a lot of frustration.

Or use this implementation. Thank you Denis Belyatsky!

http://maxfoxlab.com/mx_fgshooter.html

Hats off.

If you push his implementation hard, you´ll notice the camera_shooter_cams
will always have to point to the world origin to give realiable values for
their resulting 4x4 matrixes entered into the render cam´s mip_fgshooter
item list.

Sofar, I haven´t been able to verify if that is a limitation of using their
[cameraname].kineGlobal as the source for the 4x4 matrix or if that is due
to the way the mip_fgshooter node 

RE: Finalgathering made less frustrating: mx_fgshooter

2013-03-29 Thread Sven Constable
I did tests with the fgshooter a few weeks ago on the classroom scene. And
yes, its implemention is awful.  I used the fgshooter addon too, its way
easier then.
Btw. I'm also still  on the classroom scene and added light and camera
animation, but I had no time to finish it yet. My goal is to make it as
realistic as possible and bring mentalray onto its knees.:)  Of course it
has to be flickerfree, what is very hard when the sun is animated and it
goes to the horizon resulting in only a few very bright spots in the scene
that has to lit the whole room evenly.

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Friday, March 29, 2013 15:36
To: softimage@listproc.autodesk.com
Subject: Finalgathering made less frustrating: mx_fgshooter

Hi guys,


there´s a lot to be desired about mental ray´s implementation and user
friendliness. I don´t even want to start about having at least an in depth
documentation including practical examples.

Nevertheless, there´s yet another node that may come in handy but has
probably slipped your radar:

mip_fgshooter

It is supposed to be used to add finalgather calculations from additional
cameras to your current frame´s fgmap or your *.fgmap in general.

I can´t express how frustrated I am about the implementation in Softimage.

If you ever had hoped to having to figure out how to enter 4x4 matrixes and
get the thing working yourself, brace for a lot of frustration.

Or use this implementation. Thank you Denis Belyatsky!

http://maxfoxlab.com/mx_fgshooter.html

Hats off.

If you push his implementation hard, you´ll notice the camera_shooter_cams
will always have to point to the world origin to give realiable values for
their resulting 4x4 matrixes entered into the render cam´s mip_fgshooter
item list.

Sofar, I haven´t been able to verify if that is a limitation of using their
[cameraname].kineGlobal as the source for the 4x4 matrix or if that is due
to the way the mip_fgshooter node interprets coordinates?

In any case, Denis plugin is a great helper in actually making flickerfree
FG available to the average user who may sure not be able to derive and
properly set a 4x4 matrix himself.

In terms of useability, I would have expected mip_fg_shooter to have a list
entry field where you pick your cameras and that´s it. Like Lightlinking for
selective light, even SRT coordinates would have been better but transform
matrixes, really?

That´s defeating the whole point of keeping it simple unless one could drag
and drop a camera into the Rendertree and at least connect it directly
there. Which you can´t...

Cheers,

tim