Global Illumination detail

Started by PorcupineFloyd, August 08, 2008, 10:21:02 AM

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AndyWelder

Thank you, TU. Amazing difference.
I'm currently working on a render with a mushroom shaped terrain feature (build from an inverted crater shader and some power fractals) and those black areas, caused by the displacement, really are a problem. GI2 didnt do it so I'll try GI4. And if that still looks crap I'll try GI Joe.
"Ik rotzooi maar wat aan" Karel Appel

PorcupineFloyd

Quote from: Tangled-Universe on August 11, 2008, 05:22:02 PM
Oops...I forgot already ;D sorry!

Here it is:
http://forums.planetside.co.uk/index.php?action=dlattach;topic=3217.0;attach=8735;image

Already had the time to test the blur-radius PorcupineFloyd?

Martin

I did. However - not on a plain example, I've just made a render with 4/4 and blur radius lowered to 6 (and it looks good). However - I'll have to experiment with various GI densities and blur radius. Maybe I should do some plain renders and post them on the forum or even TG wiki?

Oh, by the way... this tutorial made by you is amazing! This node network is impressive :)

Tangled-Universe

Thanks! Glad you like it and find it useful (hopefully) ;D

You don't have to try different GI densities. GI 2/2 is sufficient to determine the difference in blur radius settings.
I'd go for big differences (always) when determining the effects of settings.

Martin

Oshyan

I believe GI Blur is essentially good for covering deficiencies/inaccuracies in GI from low sample levels. You want to strike a good balance of sample levels and blur. In most cases 2/2 is probably good along with the default blur, but if you find the GI looks "blotchy" for example, you could increase the blur. The feature was however mostly introduced to allow animators to have a way to use GI while avoiding flickering between frames, so in still frames you may not need to change it at all.

- Oshyan