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Kerkythea Rendering System • View topic - MLT + BiPT tweaks
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MLT + BiPT tweaks

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<<

vasco

KT-Senior

Posts: 73

Joined: Sat Apr 07, 2007 2:21 am

Location: Portugal / Netherlands

Post Thu Sep 24, 2009 12:35 pm

MLT+BiPT Tweak

Attachments
test2.jpg
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<<

notareal

KT-Team
KT-Team

Posts: 4211

Joined: Fri Oct 27, 2006 7:27 am

Location: Finland

Post Thu Sep 24, 2009 1:32 pm

Does the scene allow use of skyportals? Simple large surfaces with skyportal material, build with minimum possible amount of triangles, that cover all openings & windows watertight (surface normal towards inside the building). That should speed up convergence.
Take a look on your spot/point lights, make sure that they are fully outside or inside a geometry, no intersecting.
No materials with 100% white or 0% black; use 96% and 4%. No fully saturated colours. Use materials that don't break diffuse+specular < 100% rule.
No infinite plate.
<<

vasco

KT-Senior

Posts: 73

Joined: Sat Apr 07, 2007 2:21 am

Location: Portugal / Netherlands

Post Thu Sep 24, 2009 1:43 pm

Hmm... I thought Sky Portals were only for PM+FG!
How does it work technically? Will it still be unbiased and use the sun but filter all sun beams that don't pass through the triangles so they don't get calculated?

Do you mean the spots in the hanging lamps?

Thanks!
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<<

notareal

KT-Team
KT-Team

Posts: 4211

Joined: Fri Oct 27, 2006 7:27 am

Location: Finland

Post Thu Sep 24, 2009 1:54 pm

If you use skyportals the result is still unbiased, if you don't hide skyportals. If you hide skyportals, then sky will be sampled two times. Skyportals simply help "pathfinding" from sun, they are not light sources. Also skyportals do block visibility (if not hide), so if there something behind the window that must be visible in your render, you cant use these, unless you do some creative photo shopping.
I did mean any lamps that have spot or point light inside of it. Or if there spot/point light near wall, roof or any geometry. It these lights do intersect with the geometry, it will create noise and some interference pattern.
<<

vasco

KT-Senior

Posts: 73

Joined: Sat Apr 07, 2007 2:21 am

Location: Portugal / Netherlands

Post Thu Sep 24, 2009 2:08 pm

Thanks for the quick reply. I'll check all that and try the Sky Portal.
One more question about it: The normal of the Sky Portal has to be somewhere down in my case but it won't "bend" the light from the sun so it looks like a different time of day, right?
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<<

RedSquare

KT-GrandMaster

Posts: 1753

Joined: Mon May 28, 2007 4:39 pm

Location: Blackheath. London UK.

Post Thu Sep 24, 2009 5:04 pm

The normals should point , inwards towards the window, not downwards.
Fanners \:D/
_______
<<

notareal

KT-Team
KT-Team

Posts: 4211

Joined: Fri Oct 27, 2006 7:27 am

Location: Finland

Post Thu Sep 24, 2009 5:25 pm

It wont bend/reflect/(what ever) light. Perhaps you can start from a simple test scene.

Here is test scene. Surface normals have to point inwards. Rendering with MLT(BPT) around 8 minutes. Much less noise when skyportals enabled.
Attachments
skyportals_on2.jpg
skyportals_off2.jpg
SkyPortalRoom.kzx
(49.89 KiB) Downloaded 587 times
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rombout

KT-Master

Posts: 864

Joined: Wed Aug 20, 2008 10:27 pm

Location: Curacao, Netherland Antilles

Post Thu Sep 24, 2009 7:12 pm

why dont you loose the dof and so i renders much quicker and do that part in ps
Imac 24" 2.8 Ghz Intel Core Duo 4GB
_________________
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Fletch

KT-Team
KT-Team

Posts: 8564

Joined: Fri Oct 27, 2006 2:38 am

Location: Milwaukee, WI USA

Post Sun Mar 11, 2012 3:10 pm

Re: MLT + BiPT tweaks

Nothing like a nice necroposting to make your day... but this is to let you know that the pdf link has been updated in the original post.


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