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interior render
Posted: Sat Dec 28, 2013 3:04 am
by erkerk
Hi guys,
Render time: 1h 35m QMC + PS
Setup:
3 Area lights from windows. White bg color.
All advices are very welcome
thanks
Here the link:
http://we.tl/DD5IcGXUbF
Re: interior render
Posted: Sat Dec 28, 2013 1:56 pm
by Janusz Biela
Good job!
I am not sure but you put Area Lights behind windows outside? If yes it is not good idea. It produce not necessary ray tracing calculations - I think is better to put three Area inside (three windows). It will reduce this ugly strong shadows. It will make light shadows because having three Area You can reduce power of light. Surfaces need a lot improvement. It would be better to add Sun Light inside room. The carpet!

.
I think also You forgot turn ON Path Passes or distance for it is has to small value (under 50%). Rendering with QMC without Path Tracing Photons in Kray make no difference between Final Gathering and QMC (of course it is in sampling but still you will have light leaks). Path Passes option make longer render but is very worth especially in QMC because You render almost in the same system as Maxwell but much faster.
Re: interior render
Posted: Sat Dec 28, 2013 2:31 pm
by erkerk
Thanks Janusz,
Yes area lights behind the windows. I need to learn node based surface.

Re: interior render
Posted: Sat Dec 28, 2013 4:00 pm
by Chumarin Ruslan
erkerk, can share the stage and subject to testing? My address
1ruslan_56@mail.ru
Re: interior render
Posted: Sat Dec 28, 2013 4:27 pm
by Janusz Biela
I think it will be good idea to share this scene (You do not need add textures). If something is commercial inside then you can share without these objects. Scene is very simple so I can help with property light set up and Kray setup

...also it will help another users.
Re: interior render
Posted: Sat Dec 28, 2013 4:52 pm
by Janusz Biela
So for set up:
GENERAL TAB
- better use vertical Pixel Order (is very accurate with estimate time)
- better turn OFF tonemap in Kray (so for that select LINEAR) and add BLENDING.
PHOTONS TAB
- the amount of photons is too small (I wrote the minimum is 1 million. Scene is small of course but better is to be sure all photons achieve corners)
- parameter N is too small. Minimum I suggest 600 but....in big scenes when you have a lot lights (physical and interpolated) will produce a lot splotches and errors and only high parameter N can reduce "hot/high colour" photons. DO not worry about contact shadow (parameter N reduce it) because we use extra Path Photons for corners and later QMC will calculate in these places very accurate GI. So parameter N for problematic scenes up to 3000!
- GI result ion is way to small. The best way is use Precomputed Unfiltered to see cells. It should be by visual feeling around 400 mm. I suggest 400 mm and I know is too big but...remember Path Tracing photons and QMC calculation. So even if GI is too high it will be secondary problem. Higher GI reduce bad cells information. Many times I used 300 mm but last time I noticed 400 mm has very good balance. Over or under make longer render also...
- do not use Pre cache blur.
FINAL GATHERING
When used QMC nothing works there (OFF parameters) except:
- FG min/max - the best setup (it means good balance quality/speed render) 50/300
After that De-noiser plugin in After Effect. The higher resolution then less visible noise.
- Path Passes - use maximum 1 bounce (over is longer time render and no visible better effect) + 75% Distance (Under appear light leaks , over longer render because amount of Path Tracing photons is bigger and is not necessary to use that far from corners because rest scene will be calculated by Interpolated photons)
SAMPLING TAB - very good

For higher resolution you can reduce strength of filter - it will be sharper, for example to 0.6. Box is very good and the fastest from all filters. Because Kray has problem with AA in small resolution (in your case 800 pix) better keep renders over 1000-1200 pix. But do not raise AA passes. G3 is maximum in my opinion. Of course with G4 will be a bit better but is not profitable (time speed render).
TONE MAP
- I suggest mix gamma with small amount exponential (for example Gamma 1.6/Exponential 4.0 with blending 80%) This I use last time non stop. Gamma will give you more accurate colours and small amount of Exponential will reduce a bit too strong light.
I do not use LWF...is too strong tone map and still I do not know how to deal with this property

Re: interior render
Posted: Sat Dec 28, 2013 8:05 pm
by erkerk
Hi guys,
Here the link:
http://we.tl/DD5IcGXUbF
Re: interior render
Posted: Sat Dec 28, 2013 8:59 pm
by Janusz Biela
Thank You

Re: interior render
Posted: Sun Dec 29, 2013 12:41 am
by Janusz Biela
My first test with i7.QMC with FG 50/200. Precomputed mode with very good Interpolated Photon Map. Precomputed Filtered shows no problem with parameter N=400 (so is not necessary raise up it - no bad colours and light leaks)
Re: interior render
Posted: Sun Dec 29, 2013 12:57 am
by erkerk
Amazing

Re: interior render
Posted: Sun Dec 29, 2013 7:10 pm
by Keraressi Abdelkarim
can u share model . thnx
lightwave3d@hotmail.fr

Re: interior render
Posted: Sun Dec 29, 2013 7:12 pm
by Janusz Biela
Re: interior render
Posted: Mon Dec 30, 2013 12:24 am
by Keraressi Abdelkarim
thnx janusz ^^ .
here my test but long time i dont know why ? :/
Re: interior render
Posted: Mon Dec 30, 2013 9:56 pm
by erkerk
hi guys,
i7 16GB Ram and render time: 3h 47m
Re: interior render
Posted: Mon Dec 30, 2013 10:40 pm
by Janusz Biela
Time is very good (it should be under 1h with 1800x800 pix)
Do not worry about noise. With that high resolution is easy to clean it without loosing details.
If you will add one big Area Light from camera side and reduce those from windows (this region is very over bight) then render would be better for post process. I attached my AE post because I wanted to check problematic region.
I think next step is to add one big Area and maybe one from door.
You can notice also I make smaller these Area Lights in windows which has curtain.I do not want them behind curtains. Also I think floor is too reflected - make metal feeling effect.
...I wait for updates!
btw
Do not forget background!
