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Luxus discussion
Posted: 30 April 2013 09:15 AM   [ Ignore ]   [ # 1486 ]
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SphericLabs - 30 April 2013 09:13 AM
Michael_G - 30 April 2013 09:08 AM

Bit better, thanks Spheric.

Awesome.

I am blown away at the realism y’all are achieving.  I figured once you artists had a chance to work your magic, we would see some great looking skin settings.
-> http://www.daz3d.com/forums/viewthread/20918/

 

Dude its all your fault :D

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Posted: 30 April 2013 09:17 AM   [ Ignore ]   [ # 1487 ]
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Michael_G - 30 April 2013 09:15 AM
SphericLabs - 30 April 2013 09:13 AM
Michael_G - 30 April 2013 09:08 AM

Bit better, thanks Spheric.

Awesome.

I am blown away at the realism y’all are achieving.  I figured once you artists had a chance to work your magic, we would see some great looking skin settings.
-> http://www.daz3d.com/forums/viewthread/20918/

 

Dude its all your fault :D

100 pages of posts.  Wow.

I give the credit to the LuxRender devs, but I am glad I can play a small part.

 

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Posted: 30 April 2013 11:51 AM   [ Ignore ]   [ # 1488 ]
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I rarely get highlights on the cornea, without adding an area light next to the camera.  I keep its output low,  just enough to reflect in the cornea.

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Posted: 30 April 2013 12:24 PM   [ Ignore ]   [ # 1489 ]
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@Spheric is there any chance of adding the Accelerators to the next build?

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Posted: 30 April 2013 12:27 PM   [ Ignore ]   [ # 1490 ]
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Michael_G - 30 April 2013 12:24 PM

@Spheric is there any chance of adding the Accelerators to the next build?

Hmm, nothing in the spec about accelerators
-> http://www.luxrender.net/wiki/Scene_file_format_1.0

I will look into it.

 

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Posted: 30 April 2013 12:28 PM   [ Ignore ]   [ # 1491 ]
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SphericLabs - 30 April 2013 12:27 PM
Michael_G - 30 April 2013 12:24 PM

@Spheric is there any chance of adding the Accelerators to the next build?

Hmm, nothing in the spec about accelerators
-> http://www.luxrender.net/wiki/Scene_file_format_1.0

I will look into it.

http://www.luxrender.net/wiki/LuxRender_Render_settings

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Posted: 30 April 2013 12:28 PM   [ Ignore ]   [ # 1492 ]
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SphericLabs - 30 April 2013 12:27 PM
Michael_G - 30 April 2013 12:24 PM

@Spheric is there any chance of adding the Accelerators to the next build?

Hmm, nothing in the spec about accelerators
-> http://www.luxrender.net/wiki/Scene_file_format_1.0

I will look into it.

Ah there it is
mesh::acceltype

 

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Posted: 30 April 2013 12:39 PM   [ Ignore ]   [ # 1493 ]
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SphericLabs - 30 April 2013 12:28 PM
SphericLabs - 30 April 2013 12:27 PM
Michael_G - 30 April 2013 12:24 PM

@Spheric is there any chance of adding the Accelerators to the next build?

Hmm, nothing in the spec about accelerators
-> http://www.luxrender.net/wiki/Scene_file_format_1.0

I will look into it.

Ah there it is
mesh::acceltype

If you can’t wait you can experiment with pasting one of the following into the Extra Mesh Settings(choose more mesh parameters option)

"string acceltype" ["kdtree"
"string acceltype" ["grid"]
"string acceltype" ["qbvh"]
"string acceltype" ["none"]
"string acceltype" ["bruteforce"

I am not seeing sqbvh, it must be a 1.3 LuxRender feature.

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Posted: 30 April 2013 02:31 PM   [ Ignore ]   [ # 1494 ]
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sqbvh has been there for a while, more likely just not documented in the wiki.  It is still technically considered experimental.  (Going by the Wiki alone, there are a lot of things missing.  The source code is the real documentation…)

That said, qbvh is really the only accelerator type you should be worrying about.  I honestly wouldn’t even make the acceltype a render parameter; just set it to qbvh always and if someone REALLY wants to change it, they can use the extra settings.  You can see performance gains using sqbvh with some scenes, but it’s not massive in my experience, and I have found is often slower than qbvh.  It also requires a lot more memory.  qbvh is faster than kdtree and also much more memory efficient.  I believe grid and bruteforce should be considered deprecated.

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Posted: 30 April 2013 02:54 PM   [ Ignore ]   [ # 1495 ]
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cwichura - 30 April 2013 02:31 PM

sqbvh has been there for a while, more likely just not documented in the wiki.  It is still technically considered experimental.  (Going by the Wiki alone, there are a lot of things missing.  The source code is the real documentation…)

That said, qbvh is really the only accelerator type you should be worrying about.  I honestly wouldn’t even make the acceltype a render parameter; just set it to qbvh always and if someone REALLY wants to change it, they can use the extra settings.  You can see performance gains using sqbvh with some scenes, but it’s not massive in my experience, and I have found is often slower than qbvh.  It also requires a lot more memory.  qbvh is faster than kdtree and also much more memory efficient.  I believe grid and bruteforce should be considered deprecated.

Perhaps they removed it then, no sqbvh in the 1.2 LuxRender code:

Mesh::MeshAccelType accelType;
 if (
accelTypeStr == "kdtree")
  
accelType Mesh::ACCEL_KDTREE;
 else if (
accelTypeStr == "qbvh")
  
accelType Mesh::ACCEL_QBVH;
 else if (
accelTypeStr == "bruteforce")
  
accelType Mesh::ACCEL_BRUTEFORCE;
 else if (
accelTypeStr == "grid")
  
accelType Mesh::ACCEL_GRID;
 else if (
accelTypeStr == "none")
  
accelType Mesh::ACCEL_NONE;
 else if (
accelTypeStr == "auto")
  
accelType Mesh::ACCEL_AUTO;
 else 
{
  SHAPE_LOG
(nameLUX_WARNING,LUX_BADTOKEN) << "Acceleration structure type  '" << accelTypeStr << "' unknown. Using \"auto\".";
  
accelType Mesh::ACCEL_AUTO;
 
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Posted: 30 April 2013 03:05 PM   [ Ignore ]   [ # 1496 ]
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Rayman29 - 30 April 2013 11:51 AM

I rarely get highlights on the cornea, without adding an area light next to the camera.  I keep its output low,  just enough to reflect in the cornea.

I’ve been experimenting with trying to create a “catchlights” object just behind the camera to add to the highlights, but so far haven’t had any luck.  What makes it difficult is not being able to see what the character is looking at, like a camera through their eyes (which I have also tried to make).

Here is a render I did last night for Michael_G’s eyes question.  These are the settings I have been using recently, but not sure if they are quite right yet.

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Posted: 30 April 2013 03:16 PM   [ Ignore ]   [ # 1497 ]
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SphericLabs - 30 April 2013 02:54 PM

Perhaps they removed it then, no sqbvh in the 1.2 LuxRender code

It’s still there.  It’s dynamically registered in accelerators/sqbvhaccel.cpp.

Keep in mind that the accelerator specified by the Accelerator statement in the scene file only applies to shapes with accel type none when the primitive is reduced during scene prep.  I’m not sure about in-line mesh declarations, but the default for plymesh is auto, which sets the acceltype based on the total number of primitives in the shape.  Small meshes (<250k) get assigned none by auto.  So scene is loaded, some meshes get set explicitly to kdtree or qbvh if they are large enough and reduced.  Then after everything is loaded, all shapes with acceltype still set to none get glommed together in the accelerator type declared by the Accelerator scene file stanza.

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Posted: 30 April 2013 03:25 PM   [ Ignore ]   [ # 1498 ]
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Looking at the source, inline mesh declarations also appear to use auto as the default accel type for each shape.

But the confusion here is over specifying the accel type at the mesh level or the scene level.  I would argue that specifying it at the mesh level is something that should not be exposed, as most users are more likely to make things worse than help themselves by overriding the auto selection on a per-mesh basis.  Bad meshes sometimes give QBVH problems, but those are so rare, it’s really not worth worrying about.  And the real solution is to fix the mesh, since while kdtree may load it, it’s still gonna make the render suffer.

If you expose a parameter, it should only be for the scene-level accelerator used to collect all the none/global meshes at the end of scene prep.  And again, I think for 99% of the cases, just setting it to qbvh is what you want, and doesn’t really need to be exposed to the user.

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Posted: 30 April 2013 03:26 PM   [ Ignore ]   [ # 1499 ]
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I usually set cornea specular colour to 20,20,20 and remove any maps.  I also some times use eye>point at,  to position the reflection on the cornea.

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