Strange it shows that I posted on this thread, but doesn't show what I posted.
What I said was that it was a really solid job, and having done stuff similar I know what work went in to it, so great job! I also wanted to know if the trees where rendered using Kray's instancing. You mentioned something about HDInstance for the previz, I just didn't know how the final render was handled with the instancing of the trees. They look great, but when I do this many instance of trees with Kray render times shoot through the roof. So just curious to see if you can elaborate.
Larry V
Romans 1:16
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larry_g1s wrote:Strange it shows that I posted on this thread, but doesn't show what I posted.
What I said was that it was a really solid job, and having done stuff similar I know what work went in to it, so great job! I also wanted to know if the trees where rendered using Kray's instancing. You mentioned something about HDInstance for the previz, I just didn't know how the final render was handled with the instancing of the trees. They look great, but when I do this many instance of trees with Kray render times shoot through the roof. So just curious to see if you can elaborate.
Yes it's all Kray instances. Important thing is to use KraySurfaceOptions shader and select uncached photon mapping method for rendering with low FG rays (i think i used min 100 max 0).
Jure, I am curious of the method you use in the animation for laying down your instances. Are you using veggipaint? or just spraying points down in modeler for your surrounding forest in the animation? I really like the transition on the edge of your forest to lawn. How many types of trees are you using?
vpii wrote:Jure, I am curious of the method you use in the animation for laying down your instances. Are you using veggipaint? or just spraying points down in modeler for your surrounding forest in the animation? I really like the transition on the edge of your forest to lawn. How many types of trees are you using?
I just sprayed the points in modeler. There is ony one type of tree used for forest and for the edge another smaller one.
this is when im using kray instancing and when the cache irradiance is turned off, how do i get rid of the noise on the final render?
when its turnedd on the render time multiplied by 3 times longer. thanks for the tips
this is when im using kray instancing and when the cache irradiance is turned off, how do i get rid of the noise on the final render?
when its turnedd on the render time multiplied by 3 times longer. thanks for the tips
Use max rays 100 min 0. With some FSAA it will clear the noise out.
i know it's a low resolution but when i turn on the cache irradiance and render with the same resolution there is no noise. they are on the big concrete wall with groove line. here is another view, much clearer and really can see noise, specially the building at the far left. there are no noise at the instances but the building have. thanks for your time and help
jdomingo wrote:i know it's a low resolution but when i turn on the cache irradiance and render with the same resolution there is no noise. they are on the big concrete wall with groove line. here is another view, much clearer and really can see noise, specially the building at the far left. there are no noise at the instances but the building have. thanks for your time and help
Ah... you must turn cache irradiance off only for instances. Add Kray suraface options shader turn on "control diffuse model" select Photon mapping and deselect "cache irradiance".