Museum wall

Started by Dune, August 26, 2013, 03:21:28 AM

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Dune

So I can easily turn it off and save on RAM?
Another question; I have rendered these quite small crops (1% if the total, or less), and they use around 6GB. How much would you expect the total to be? I suppose/hope it's not a lineair thing?

j meyer

Well,since nobody besides Oshyan said something,let me add my two cents.
On my monitor and to my eyes the examples rendered with bloom and AA6
seem to be better than the others.Personal preference of course.
To be sure I would render a crop region at final size that would be an area
of 20x30cm on the actual wall and print that out with the desired resolution
of 250dpi (I assume you meant 250 and not 25).Thus you'd get the best
impression of the quality the viewers will have later on.
That's what I would do at least.

Dune

I mean 25! 250pixels per inch would be quite gigantic a render for a wall of nearly 3m high and 82 meters long. Takes me years! I believe billboards are printed at that resolution, that's why I computed the final size from that. I'd rather make it 50 but that already multiplies render time times 4. I need to check out how many pixels I need to render for a nice enough image once printed on 3m high, and with viewing distance of 1+ meter.
The actual printing itself probably happens at much higher dpi than 25, but that's extrapolated from my total pixels.

j meyer

Do you mean you render at 25dpi?
If so,how is that done?

Nonetheless I'd do the above mentioned test print to see how that looks
compared to the on screen version.

Oshyan

Yes, if you find that Bloom does not add benefit to your renders, you can turn it off and potentially save memory, or even just use it on the views where it does make a difference (again, only with really bright areas!).

- Oshyan

kaedorg

#125
Just an idea to test the 25dpi . As 250dpi is the minimum resolution for quality printing (and don't forget that it is for the "arm length distance"), he wants to reduce it at 10%.

Use any of the Ulco views he shares with us then resize the view at 10%. Save it on your computer and use window viewer and use the zoom to make nearly a fullscreen (depending on resolution of your monitor).

At 1 meter distance, i must say it is not nice, but from at least 3-4 meters i consider it works.

I reduced the image below for the test.

Dune

Well, that looks afwul. But still, I figured if you have 25 dpi, so a pixel every millimeter, viewed from a meter+ distance it can't be too bad. But I have to try indeed, or maybe compromise on quality or AA and get more pixels. If nobody has any experience with this sort of thing I have to find out myself.

kaedorg

Here is something that could helps you Ulco

It is based on Power of Separation of Human Eye. Power of Separation requires a minimum angle of 0,017°. So the minimum distance between 2 points (for being detected as 2 independants points) depends on the distance of the observer.
This graph shows you for example that at 2 meters distance, the eye can't detect 2 points if the resolution is higher than 43 dpi.

As you plan to use a 25 dpi resolution, ideal distance to watch the wall rendering should be not less than 4 meters.

David

mhall

I'm glad you posted that kaedorg, I was thinking of doing a search for that.

Dune, it would be simple enough to test if you have a decent desktop inkjet around.  Just render a crop of the image at the resolution you've been planning and output it at its real world size and you'll have a good idea of what it will look like. Then tack it up on your office wall and see what it looks like at the distances you are thinking with.

Obviously, the more small detail you want people to be able to experience, the higher the rendering resolution will need to be. And, as for it being *intended* to be viewed at 1 meter, that's all well and good ... but unless there's a railing, you know there are going to be people putting their noses right on this thing, right? At least, I would for sure! It's just too cool not to see how much you can see in it. :)

I wish I could visit the museum to see this in person when it's done. It's certainly looking incredible so far.

~Micheal

TheBadger

Quoteyou know there are going to be people putting their noses right on this thing, right? At least, I would for sure!

Me too!
Some people will walk by and not even look up. But those who do will be, or already were interested. If it looks like art to them, then they will think about it like art, and they will want to get close to it.

Like a painting or etching or any kind of print making, people will want to see the thing up close. it wont simply occur to most people, that there is a scientific way of determining viewing distance or anything of the sort. They wont care that its not a painting, they will want to see the brush strokes... A railing may be a good idea. you don't want people putting there hands on it. I cant tell you how many times I have seen museum guards warn people not to touch, believe it or not.
But its an understandable impulse. Touch is a fundamental way to have an experience. Haven't you wanted to touch a marble statue? I feel the same way about paper.

If I saw this thing on a wall, and did not have any knowledge of this topic. I would walk up to it too. I would want to see if when I got close, I could see more details. Like the veins in a leaf. You have to think of a way to control and direct the veiwers exsperence, if at all possible. But I realize thats probably not up to you. Its just fun to think about :)

Maybe you should have your own show, Ulco. You have enough work.
It has been eaten.

Dune

I'd really want this thing to be as sharp and detailed as possible, people can and will get close indeed, but I have to make a fair decision before I turn my i7 on on 82x3meters of render of a certain resolution  :-\ I may have to compromise on detail or AA and get more pixels out of it. I'm thinking hard if I need soft shadows, but believe it will be much more natural, but that also takes time. I'm glad I don't have much transparent water... 

Oshyan

No room in the client's budget for render farm time? :D

- Oshyan

Upon Infinity

Quote from: Oshyan on January 10, 2014, 01:29:54 PM
No room in the client's budget for render farm time? :D

- Oshyan

Or use your free credits (assuming you haven't already).

mhall

If it helps, and is allowed, you can use mine too! (Seriously). I'd like to see this rendered at high resolution. :)

yossam

You can have mine also............. :)