3Delight: Progressive Rendering is a thing that should be talked about more.

2

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  • Richard HaseltineRichard Haseltine Posts: 108,347
    edited September 2015

    Time savings generally come with more complex lights and shaders. If you just enlarged that render I think the eralitionship would remain the same.

    Post edited by Richard Haseltine on
  • mjc1016mjc1016 Posts: 15,001

    Umm...

    What is the scene?  Simple lights (no shadows), no advanced shaders and samples/shading rate play much more of a role than image size/items in the scene.

  • ScavengerScavenger Posts: 2,674
    edited September 2015
    mjc1016 said:

    Umm...

    What is the scene?  Simple lights (no shadows), no advanced shaders and samples/shading rate play much more of a role than image size/items in the scene.

    It's in my AoA vs UE2 thread...

    Core Lighting set, UE2, "sun" distant light and a specular distant light.

    Post edited by Scavenger on
  • DaWaterRatDaWaterRat Posts: 2,885

    I admit I haven't done a head to head comparison.  As I said, I started doing the Progressive renders so I could see how the lighting was working faster.

    But I also use the AoA lights almost exclusively (I almost never do the selective lighting thing, so the bug never affected me), and that may work faster with progressive lighting than UE.

  • ScavengerScavenger Posts: 2,674

    So experimenting...trying out AoA ambient (figured out what I was doing wrong before)...

    BUT, with progressive rendering on...I started the render and had a partial scene in bit blocks (see pic) for 30 minutes, before it snapped into the full picture (there are no transparant areas in the scene) being there then progressing thru its iterations.

    This is really the first time I've tried progressive with a full scene..is that normal?

    (interesting..though it makes sense the thumbnail of the attached pic you make out a lot more of what's there then in the full size pic...of course this is the double sampling trick for iray and elsewhere in action...just funny).

    Screenshot 2015-09-16 15.53.16.png
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  • I admit I haven't done a head to head comparison.  As I said, I started doing the Progressive renders so I could see how the lighting was working faster.

    But I also use the AoA lights almost exclusively (I almost never do the selective lighting thing, so the bug never affected me), and that may work faster with progressive lighting than UE.

    I've been using the progressive setting when testing out the scene at low resolutions so that I get quicker feedback on what elements might need to be changed.  Then I turn progressive off to render the final full image.  Granted, I'm always nitpicking my composition and lighting, so it saves time to get a "scattershot" image to see what needs changing before I commit to larger and longer renders.

  • mjc1016mjc1016 Posts: 15,001
    Scavenger said:

    So experimenting...trying out AoA ambient (figured out what I was doing wrong before)...

    BUT, with progressive rendering on...I started the render and had a partial scene in bit blocks (see pic) for 30 minutes, before it snapped into the full picture (there are no transparant areas in the scene) being there then progressing thru its iterations.

    This is really the first time I've tried progressive with a full scene..is that normal?

     

    If there are things that use the AoA SSS shader, yeah that can be 'normal' (just think, with it in 'regular' mode, that wait could have been longer! Probably not much, but a few minutes, at least).

  • ScavengerScavenger Posts: 2,674
    mjc1016 said:

    If there are things that use the AoA SSS shader, yeah that can be 'normal' (just think, with it in 'regular' mode, that wait could have been longer! Probably not much, but a few minutes, at least).

    One of these days...likely once I have several days with no crashes or problems...I'm gonna pick your brain to find out how one shader differes from another, how to match them with lights so they work together well...I have a feeling that's an advanced lesson I should learn.

  • cosmo71cosmo71 Posts: 3,609

    I have to say that I am totally convinced by the progressive render mode and use it a lot and until now most images rendered in progressive mode are really good in quallity and very fast on rendertime.

  • cosmo71cosmo71 Posts: 3,609
    Scavenger said:

    Because nothing is simple, in doing some renders to test differnt lighting methods, I did the same picture (ue2 light) with progressive and non progressive...same settings, just that.

    No Preogressive: 3 minutes 10 seconds.

    Progressive : 4 minutes 2 seconds

    First time I've done a head to head comparison...Do the time savings come with bigger pictures or does my system just run counter to everyone else?

    well, my experience is the opposite. Progressive is much shorter than No Progressive.

  • cosmo71cosmo71 Posts: 3,609
    edited September 2015

    to noise. Well a bit noise in images let them look more real (my opinion) That was the reason why I was asking if there is a noise effect camera out there :) with values for noise :)

    Post edited by cosmo71 on
  • cosmo71 said:

    to noise. Well a bit noise in images let them look more real (my opinion) That was the reason why I was asking if there is a noise effect camera out there :) with values for noise :)

    Grainy noise, like that found in some digital camera sensors, isn't too problematic.  The bright red pixels that can be created in some renders are an issue I like to avoid.  The thing with noise is that when I go to post process a render, it usually accentuates any noise already in the image.  Noise reduction algorithms tend to reduce fine texture details unless one is pixel peeping while applying the settings.  My first DSLR was an Olympus E300, so noisy images tend to annoy me.  My Nikon D300 may be old now, but it has more pleasing noise comparable to film grain.

  • mjc1016mjc1016 Posts: 15,001
    edited September 2015
    daveleitz said:

      The bright red pixels that can be created in some renders are an issue I like to avoid. 

    Bright magenta, cyan or other color pixels are usually caused by deep shadowmap shadows.   DSM are NOT recommended for anything, except animations, where the 'sparklies' will shift and be lost in the frame changes.  And even then, raytraced shadows are now as fast (or in some cases) faster to render, especially when accounting for the time spend building the shadowmap.

    Post edited by mjc1016 on
  • RAMWolffRAMWolff Posts: 10,352

    My only gripe with ray traced shadows is that I can never get them soft looking.  I don't always want the shadows, regardless of the strength of light in the scene, to produce a sharp shadow.  How does one soften those up?  The soften slider doesn't really give me much of that!  frown

  • cosmo71cosmo71 Posts: 3,609
    edited September 2015
    RAMWolff said:

    My only gripe with ray traced shadows is that I can never get them soft looking.  I don't always want the shadows, regardless of the strength of light in the scene, to produce a sharp shadow.  How does one soften those up?  The soften slider doesn't really give me much of that!  frown

    Maybe you should use an AoA Spot or Distant light and turn shadow softness to 100 or even higher, that works quite good for me if I want soft shadows. AoA lights don`t need a specific shadow. The DS lights also have shadow softness but I don`t use them because I have a saved light preset that works quite well for all my scenes and this preset contains AoA lights I used since the were out :)

    Post edited by cosmo71 on
  • Oso3DOso3D Posts: 15,088

    There's meshlights, but personally if you are using those I think you may as well use Iray.

     

  • cosmo71cosmo71 Posts: 3,609

    There's meshlights, but personally if you are using those I think you may as well use Iray.

     

    Well Iray for me is no option because of my old machine and someone has written that Iray has destroyed his graphic card

  • Oso3DOso3D Posts: 15,088

    My grandmother refused to use seatbelts because a relative of her had, she claimed, died due to one.

    You could try it running in CPU mode.

     

  • cosmo71cosmo71 Posts: 3,609

    My grandmother refused to use seatbelts because a relative of her had, she claimed, died due to one.

    You could try it running in CPU mode.

     

    sure but then I can`t do anything else I think laugh

  • cosmo71cosmo71 Posts: 3,609

    BTW, I am happy with 3Delight, it is enough for me and my needs. I don`t need Iray

  • cosmo71cosmo71 Posts: 3,609

    I also don`t use SSS have turned it off on my figures.

  • Oso3DOso3D Posts: 15,088

    All I meant to say is that meshlights act mostly like Iray lights, and take about as long as many Iray renders. So if you find yourself wanting the sorts of things and effects meshlights are good at... well.

     

  • cosmo71cosmo71 Posts: 3,609

    All I meant to say is that meshlights act mostly like Iray lights, and take about as long as many Iray renders. So if you find yourself wanting the sorts of things and effects meshlights are good at... well.

     

    do you mean the AoA Pro Lights with meshlights? Never heard "meshlights"

  • Oso3DOso3D Posts: 15,088

    Uber AreaLights. I forget if they are default or part of some purchase.

    Basically, a series of primitives that emit light somewhat realistically. You can also make objects emit light. So if you want a 3DL scene with fairly realistic lighting without a bunch of sleight of hand, use those.

    Buuuuut... it takes like 50x to render scenes.

     

  • mjc1016mjc1016 Posts: 15,001
    edited September 2015

    For 'soft' raytraced shadows, with no GI lighting, you need to use both the 'shadow softness' and the 'shadow intensity' settings...

     

    Intensity is the strength/blackness of the shadow and softness is the 'fuzziness'/blur on the edges of the shadow.

    rtshadow0soft100int.png
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    rtshadow50soft100int.png
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    rtshadow0soft50int.png
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    rtshadow50soft50int.png
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    Post edited by mjc1016 on
  • ScavengerScavenger Posts: 2,674

    Do I recall correctly that softer the shadow, the longer the render?

     

  • mjc1016mjc1016 Posts: 15,001

    All of those took around 20 seconds or so.

    So, I can't say for sure.

  • ChoholeChohole Posts: 33,604

    I don't know about DS, but that is certainly the way it works in Bryce. Softer shadows take longer to render.

  • mjc1016mjc1016 Posts: 15,001
    edited September 2015

    I just looked at the log...the longest one was 22.5 seconds...and it was the softness 0%; Intensity 100% render.  The shortest was 21.21 seconds and that was softness 0%: intensity 50% (the other two were 21.61 and 21.65 seconds).  So all those times are within the natural variations in render times, between runs.  So about 3/4ths of a second is not much, if any change in time.\

    Also, what may have been true for previous versions of 3Delight isn't necessarily true now.  Since version 11,  there have been many improvements in the raytracing side of it.  So, if previous versions took longer, it's probably not the case now.  And Progressive render:ON is utilizing those improvements.

    Post edited by mjc1016 on
  • cosmo71cosmo71 Posts: 3,609

    This was rendered in 3Delight in progressive mode without SSS. Rendertime 14 minutes 24 seconds.

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