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  1. #106
    CG Cars Junior Member
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    Ok. Got it.

    What do you mean with painfully slow ... painfully slow compared to what ?
    Compared to vray rt I'm using right now. I don't get the same refresh rates with vred (when both interactive/still set to full gi - even after 15minutes I still have the first pass/iteration, it doesn't progress even after 15 minutes - how on earth I suppose to tune my materials...) Click here to enlarge

    This pic was done in two days. Model from evermotion (very like the same as in your "dataset"). I thought I can recreate the same look in vred in about the same time. Or maybe three days. I couldn't Click here to enlarge Surely my bad, as I expected vred be more or less like max/maya in materials and the whole UI concept. Also, I found that when using vred with 3dsmax in the background 3dsmax ui just lags on my gtx280 + latest drivers.

    P.S. This is what I get after 1min 7sec in vray rt. Image size is the same for vred.


  2. #107
    CG Cars Junior Member
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    After three minutes I get this with vred. Completely unresponsible (you see the sign "not responding" Click here to enlarge)


  3. #108
    CG Cars Junior Member
    PI-VR VRED
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    Location: Darmstadt / Germany
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    Click here to enlarge Originally Posted by Paul Oblomov Click here to enlarge
    Ok. Got it.


    Compared to vray rt I'm using right now. I don't get the same refresh rates with vred (when both interactive/still set to full gi - even after 15minutes I still have the first pass/iteration, it doesn't progress even after 15 minutes - how on earth I suppose to tune my materials...) Click here to enlarge

    This pic was done in two days. Model from evermotion (very like the same as in your "dataset"). I thought I can recreate the same look in vred in about the same time. Or maybe three days. I couldn't Click here to enlarge Surely my bad, as I expected vred be more or less like max/maya in materials and the whole UI concept. Also, I found that when using vred with 3dsmax in the background 3dsmax ui just lags on my gtx280 + latest drivers.

    P.S. This is what I get after 1min 7sec in vray rt. Image size is the same for vred.
    Hello Paul,

    There's a slight misunderstanding. If you turn interactive quality to maximum, VRED tries to render a full quality image within a single pass, since you literally turned of progressive rendering Click here to enlarge We usually recommend leaving that value at one and increase the still value. That way it should be easy to finetune materials Click here to enlarge

    Matthias

    PS: Lagging graphic card is a typical problem when running two programs that occupy resources on a graphic card. Unforunately there is nothing we can do, it's a problem of the operating system/driver combo.


  4. #109
    CG Cars Junior Member
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    Click here to enlarge Originally Posted by Paul Oblomov Click here to enlarge
    Compared to vray rt I'm using right now. I don't get the same refresh rates with vred (when both interactive/still set to full gi - even after 15minutes I still have the first pass/iteration, it doesn't progress even after 15 minutes - how on earth I suppose to tune my materials...) Click here to enlarge
    Hi there,

    you need to turn on still antialiasing in the render options (thatīs the button with the two gears in the tool bar) to tell vred it should do iterative rendering. The quality sliders (both IBL and Reflection Quality) should be at 1 for best interactivity. To increase the actual number of samples taken you should increase the number of image samples and maybe play with the adaptive stepsize (but donīt let it be below 8 or so since this would probably cause to many aliasing artefacts).

    As for the quality sliders themselve:

    IBL Quality is used to tell VRED how many samples it should compute for Image based lighting calculation per antialiasing step (hence the need to turn still antialiasing on). 1 is the same as 1 sample per step, 2 are 4 samples, 3 are 8 and 4 are 16 samples per step.

    The reflection/refraction quality tells VRED how many samples he should calculate for reflections and refractions per antialiasing step. This can be very, very expensive, since for a value of 4 you would spawn 16 seperate ray trees.

    So it is best to leave the settings at 1, increase the number of image samples (256 or 512 should be ok for most scenes) and use overrides in those materials that still donīt look good after all image samples are computed.


  5. #110
    CG Cars Junior Member
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    Click here to enlarge

    Heh. I knew you would say that Click here to enlarge I'm still not 100% sure of how to work with vred. So think of me like complete newbie.

    Can you plz show me the way to get a reasonable fps, maintaining the high quality I need ? So I can rotate, change materials etc using gi mode ? Later today will create a video, showing my fps....


  6. #111
    CG Cars Junior Member
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    Hi,

    for best interactivity you should do the following:

    In the render options (the two gears) turn on "still frame antialiasing" and "raytracing downscale". This lowers the resolution by half in both dimensions while you navigate, move an object or in some way change the scene and switches to still frame antialiasing after a short time (1 second, you can set a lower or higher value in edit->preferences->render options->still antialiasing->enabe after xxx seconds where x is something like 0.3 or so).

    In the raytracing settings (rendering->raytracingsettings), set max image samples to 256 or something like that. For the pixel filter, I personally recommend either the triangle filter with filtersizes of 1 or the mitchell netravali with filtersize 2.2.
    In the quality tab, all the quality sliders should be at 1. You can set the depth sliders to a lower value like 5 or 6 for most scenes as well, usually.

    For the illumination mode, I would use precomputed+shadows for interactive and Full Global Illumination for still frame.
    This way, depending on your hardware, you should get a decent performance out of vred (i get around 4-5fps on my Q6600 QuadCore @2.4GHz).

    Also, have a look at the tutorials:

    http://competition.pi-vr.de/uploads/...d_tutorial.pdf
    http://competition.pi-vr.de/uploads/...rial_part2.pdf

    Hope this helps
    Michael


  7. #112
    CG Cars Junior Member
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    Mmmhh, now this is weird, the cg-cars frontpage tells that I was the last one answering to this thread but my post doesnīt show up...

    So here we try again:

    For best performance, you should turn on "Still antialiasing" and "Raytracing downscale" in the Render Options (the two little gears in the toolbar).
    Then, in the RaytracingSettings (Rendering menu), you should increase the image samples to something like 256 or so for the start (depends on the scene what is really needed).
    For Pixelfiltering, I usually use either the triangle filter with size 1 oder the Mitchell Netravali with a size of 2 or 2.2. Be aware that Mitchell, Lanczos and Catmul-Rom filter can produce negative values since they sharpen the image. Usually this is not a problem, but when you have a very bright highlight it can introduce some nasty artefacts, so use with care.
    In the quality tab, I recommend using Precomputed + Shadows for the interactive mode and Full Global illumination for Still frame mode.
    The quality sliders should all be set to 1, same goes for the quality sliders in the lightsources, if you use any.
    Trace Depth settings are scene dependend. For most scenes a setting of 6 or so should be enough, although some headlights might require higher settings. Not that this is a global limit, so even if you set it to 32, the renderer will use the limit set in the material.

    Hope this gives you a start.
    Michael

    P.S. I think something is seriously wrong with the forum at the moment. Finally both posts show up....


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