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General => Image Sharing => Topic started by: Tangled-Universe on October 03, 2018, 06:55:46 PM

Title: Rendered with path tracing in 4.3.08
Post by: Tangled-Universe on October 03, 2018, 06:55:46 PM
Rendered using path tracing in 4.3.08.

Not necessarily the most beautiful render, pulled up the shadows and applied a 3D LUT in Photoshop.
What stands out is the shadow depth in the vegetation and lighting on the distant mountains, which I think looks pretty awesome.
Title: Re: Rendered with path tracing in 4.3.08
Post by: WAS on October 03, 2018, 07:25:37 PM
Jeez! The vegetation shadow mixing is just beautiful with this path tracer! Really making me excited, I want to see more. Wish I could apply it to that recent test file I was doing between GI/AO/GI+AO
Title: Re: Rendered with path tracing in 4.3.08
Post by: Antoine on October 04, 2018, 01:20:46 AM
Very nice indeed ! with the path tracer engine it is now possible to get much more realistic scenes, mainly dawn/dusk ones.
I noticed that micropoly detail setting must be much higher than before to get the details in the terrain surface. What was your setting for this scene ? at least 2 I guess ?

David.
Title: Re: Rendered with path tracing in 4.3.08
Post by: Dune on October 04, 2018, 01:56:55 AM
Shadow areas are exquisite.
Title: Re: Rendered with path tracing in 4.3.08
Post by: Matt on October 04, 2018, 04:13:07 AM
Quote from: Antoine on October 04, 2018, 01:20:46 AM
Very nice indeed ! with the path tracer engine it is now possible to get much more realistic scenes, mainly dawn/dusk ones.
I noticed that micropoly detail setting must be much higher than before to get the details in the terrain surface. What was your setting for this scene ? at least 2 I guess ?

David.

The secret is to go into Subdiv Settings (on the Advanced tab) and set "Ray detail multiplier" to 1. In future I'd like to make it so you don't need to do this, and then you'll benefit from faster rendering by using lower values again.
Title: Re: Rendered with path tracing in 4.3.08
Post by: Tangled-Universe on October 04, 2018, 08:02:01 AM
Quote from: Matt on October 04, 2018, 04:13:07 AM
Quote from: Antoine on October 04, 2018, 01:20:46 AM
Very nice indeed ! with the path tracer engine it is now possible to get much more realistic scenes, mainly dawn/dusk ones.
I noticed that micropoly detail setting must be much higher than before to get the details in the terrain surface. What was your setting for this scene ? at least 2 I guess ?

David.

The secret is to go into Subdiv Settings (on the Advanced tab) and set "Ray detail multiplier" to 1. In future I'd like to make it so you don't need to do this, and then you'll benefit from faster rendering by using lower values again.

Indeed and what I did here. Micropoly detail was 0.7, I believe. Probably still too high. Need to investigate the impact of that on path tracing.
Title: Re: Rendered with path tracing in 4.3.08
Post by: luvsmuzik on October 04, 2018, 09:00:13 AM
Watch and learn ! Thanks for sharing this! :)
Title: Re: Rendered with path tracing in 4.3.08
Post by: Antoine on October 04, 2018, 10:08:20 AM
Thank you Matt ! Indeed it's more efficient that way

David.
Title: Re: Rendered with path tracing in 4.3.08
Post by: WAS on October 04, 2018, 02:09:30 PM
Quote from: Matt on October 04, 2018, 04:13:07 AM
Quote from: Antoine on October 04, 2018, 01:20:46 AM
Very nice indeed ! with the path tracer engine it is now possible to get much more realistic scenes, mainly dawn/dusk ones.
I noticed that micropoly detail setting must be much higher than before to get the details in the terrain surface. What was your setting for this scene ? at least 2 I guess ?

David.

The secret is to go into Subdiv Settings (on the Advanced tab) and set "Ray detail multiplier" to 1. In future I'd like to make it so you don't need to do this, and then you'll benefit from faster rendering by using lower values again.


Sssshhhhh, and if you're on freeware and want a polygon free surface (and not a full scene) ray trace everything with ray detail multiplier at 1, the results will be much like a high quality rendered object.

Angles get a tad bit of smoothing but it's actually helped in up close tests making sure MPD anomalies I see aren't permanent due to me and settings.