Hi Sven,

thanks a lot for jumping to my rescue.

As far as I understood them, the guys are just really,
really happy to have Arnold. Of course, it shows :-)

Didn´t take them personal but welcome your stepping in,
it´s true, it´s fun and a challenge to play with the
various options and also more rewarding when the result
looks at least somewhat aristically pleasing, even for tests.

I really don´t mind when the guys compare it with Arnold,
actually, I do as well compare what mR, VRay or Arnold offer...

Cheers,

tim






On 25.02.2013 21:10, Sven Constable wrote:
The rendering from Tim shows some artistic driven and clever combination of 
other techniques as a different approach to brute force GI. He doesn't used FG 
or photon mapping or IP.
So it doesn't reflect mental rays capabilities in photorealistic rendering but 
instead a  other way around. Render the scene in arnold or maxwell with AO only 
and it will look the
same.

Of course no one would go the AO-only route to achive photorealism.  So I think 
it shows a  different way to test and play with the possibilities we have as 
artists, rather than
mental rays capabilities.

sven

*From:*[email protected] 
<mailto:[email protected]> 
[mailto:[email protected]] *On Behalf Of *Vladimir Jankijevic
*Sent:* Monday, February 25, 2013 20:31
*To:* [email protected] <mailto:[email protected]>
*Subject:* Re: Octane render

I think it's still worlds apart from anything that comes out of Arnold and/or 
Maxwell. Yes I know it's only envAO, but still. I'd rather let it render twice 
the time to have a
really beautiful render than have to fake all of the illumination and get 
something like this.

Oh man, I'm so happy I'm not in Mental Land anymore...

On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker <[email protected] 
<mailto:[email protected]>> wrote:

Thanks for the hint to unified sampling!

Nice.

Here´s a mR unified sampling version with DOF.

*Switched to Gaussian (3) for Filtering.
*1/8/1/0.032 unified sampling settings...
*mia_lens_bokeh used 4 samples, should have been 6.
*global Ambient Occlusion Rays = 64, should have lived with 48 as before.
*mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

MacPro2008//2.8GHz//7cores rendering in low priority

' INFO : RC   0.10 info : rendering statistics
' INFO : RC   0.10 info :   type                           number   per eye ray
' INFO : RC   0.10 info :   eye rays                     15449600          1.00
' INFO : RC   0.10 info :   reflection rays              61512093          3.98
' INFO : RC   0.10 info :   refraction rays               1421904          0.09
' INFO : RC   0.10 info :   shadow rays 4232441256 <tel:4232441256>        
273.95
' INFO : RC   0.10 info :   environment rays           3727286053        241.25
' INFO : RC   0.10 info :   probe rays                 3777812169        244.52


' INFO : RC   0.4  progr: rendering finished

' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

I like the unified sampling, it is indeed easy to use and can be a real 
speedimprovement!

The same image without DOF took ca. 45 minutes...

Cheers,

tim







On 25.02.2013 09 <tel:25.02.2013%2009>:58, Arvid Björn wrote:

It's pretty easy, and it will change everything. Dof could even speed up your 
render due to the more clever sampling scheme. I usually go with mia-bokeh, 
stopped using post-dof
quite a while ago. Similar thing with motion blur, it's a different game with 
unified sampling.



--
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Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch <http://www.elefantstudios.ch>
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