Recent posts

#61
Image Sharing / Re: Canyon series 1
Last post by Dune - March 31, 2024, 08:02:02 AM
Yes, used inline it does indeed.
#62
Image Sharing / Pictures to Exoplanet SciFi
Last post by Uwe Kronemann - March 30, 2024, 03:10:57 PM
Sorry, the MP4-Video "Exoplanet SciFi" does not run!
(Problems because picture-lizence in Dailymotion)
Here are some Terragen pictures from the Exoplanet video.
#63
Image Sharing / Re: Canyon series 1
Last post by Tangled-Universe - March 30, 2024, 12:39:50 PM
That node omits the displacement data from the incoming connection.
I'm trying a test now with having that as colour function of a surface shader, but I can't imagine that it would make a difference. Neither as a child of that surface layer.

OK so that took 10 minutes for 9% completion, I know enough...
#64
Image Sharing / Re: Canyon series 1
Last post by Dune - March 30, 2024, 12:22:45 PM
That's what I understand as well. I'm actually curious if a simple color (even blue node) would render very differently.
#65
Image Sharing / Re: Canyon series 1
Last post by Tangled-Universe - March 30, 2024, 12:20:56 PM
Quote from: blattacker on March 29, 2024, 02:13:19 PMDoing some quick experimentation on my end, the lambert shader does seem to take longer to render with the path tracer, but color seems to have a more pronounced effect. For reference, the experiment I did was just two simple shape shaders with no other displacement, and I tested rendering with the default "Base colours" pf shader, the default pf edited to introduce color rather than just greyscale values, a lambert shader with a grey value, and a lambert shader with a color value. All other setting remained the same. My results were:
  • Render Settings: 800 x 450; 0.5 Micropoly detail; 3 Anti-aliasing (all default settings); Path Tracer; Max paths per sample 144 (high value to approximate a "worst case scenario")
  • Greyscale PF shader: 54 seconds
  • Color PF shader: 2 minutes 43 seconds
  • Greyscale lambert shader: 2 minutes 30 seconds
  • Color lambert shader: 8 minutes 1 second
Perhaps a workaround to try it out with the path tracer would be to render it out in greyscale and then either add color in post or process it like a black and white photograph?

Thanks for taking the time and effort to look into this. I already did similar tests last week and reported my findings to the team. Something might be going on, but may be also not. Let's see.
My conclusions are similar, somehow bright saturated colours take a big hit in this situation.
It's fine the PT is slower, but usually not 100x. Rather 1.5-10x slower.

Your findings are similar to mine, but some info is lacking.
For example, lambert and surface shader render at equal speed for me.
PF is faster, but that's because the low colour is black. Setting both to the same colour as lambert results in only slightly slower render, which makes sense since to me.

Your suggestion at the end can't work, because with grey colour you basically omit GI. All the various shades and saturations of colours you see in the renders come from GI.
 
Quote from: blattacker on March 30, 2024, 04:20:51 AM
Quote from: Dune on March 30, 2024, 03:35:27 AMPerhaps the (expensive) way of calculating light?
I think that might be the case. If my (extremely basic) understanding of rendering principles is correct, I believe Lambert shading is a form of reflective shading, albeit diffused reflections. I would guess that those diffuse reflections require additional calculation. Moving into pure speculation, color would likely increase calculation time as it would reduce the amount of bulk operations that could be performed, since each ray could have different color values based on what color(s) it picked up (or, as it works in the real world, I guess it would be which colors/wavelengths got absorbed rather than reflected) along the way, but again, that's just pure conjecture on my part. I'm not quite clear on the scope of the physical aspect of physically based rendering.

Lambert shader is a diffuse shader. Nothing special going on with that compared to the colour from a PF or a surface layer. Those are lambertian models too.
My lambert also does not use translucency and the (test)scenes also don't have reflectivity. It's only 1 simple diffuse lambert shader.
As I said normally PT renders 1.5-10x slower, depending on a lot of scene-related factors, but this performance hit is unusual in my experience.
#66
Terragen Discussion / Re: Pixel gaps in rendering
Last post by Dune - March 30, 2024, 12:20:26 PM
Mmmm, interesting to see if something turns up.
#67
Terragen Discussion / Re: Pixel gaps in rendering
Last post by sboerner - March 30, 2024, 10:11:27 AM
That's a good idea. The artifacts did not appear until the foliage was added to the scene. There are many populations, but I've done similar scenes before, some that had much larger populations. So maybe it has something to do with a particular one.

I usually do overnight renderings anyway, so it's easy to test. I'll start by resetting the filter to Mitchel-Netravali to see if the artifacts reappear. If they do I'll start disabling the pops one at a time.

To answer your first question, they usually appear over foliage, but they've also shown up on the water surface.
#68
Image Sharing / Re: Canyon series 1
Last post by blattacker - March 30, 2024, 04:20:51 AM
Quote from: Dune on March 30, 2024, 03:35:27 AMPerhaps the (expensive) way of calculating light?
I think that might be the case. If my (extremely basic) understanding of rendering principles is correct, I believe Lambert shading is a form of reflective shading, albeit diffused reflections. I would guess that those diffuse reflections require additional calculation. Moving into pure speculation, color would likely increase calculation time as it would reduce the amount of bulk operations that could be performed, since each ray could have different color values based on what color(s) it picked up (or, as it works in the real world, I guess it would be which colors/wavelengths got absorbed rather than reflected) along the way, but again, that's just pure conjecture on my part. I'm not quite clear on the scope of the physical aspect of physically based rendering.
#69
Image Sharing / Re: Canyon series 1
Last post by Dune - March 30, 2024, 03:35:27 AM
Interesting. Might well be the Lambert indeed. I wonder what's so 'special' about it, makes it different from say a one color surface shader, it looks so basic. Perhaps the (expensive) way of calculating light?
#70
Terragen Discussion / Re: Pixel gaps in rendering
Last post by Dune - March 30, 2024, 02:51:52 AM
Do they also appear in say sky, or barren TG ground? It would be interesting (but work) to disable stuff per pop/object, and see if there's still anything inside them that causes the filter to do something.