We all know the problem: the beer and the breadsticks are on the table, but where is the remote control?
DJ and his new wife Lara Croft-Johnson want to take a break, but can't find the bloody thing. The search begins...
I already used this interior (Sponza palace, Dubrovnik) for one of my VR challenge entries, and it cried for the path tracer. The whole scene is illuminated by only a large white self illuminating plane above the building (which has an open roof), and the environment light of course. There is also a lightsource in the fire place, but it's only for a bit of orange glow.
I found that direct sunlight often produces harsh shadows on objects that have a subsurface scattering material, even when the objects are high poly, so I used the plane representing some sort of an overcast sky.
I used the following settings:
MPD 0.1 (only objects in the scene)
AA 9
Max paths per sample 100
Robust adaptive sampler - First sampling level 1/256, Pixel noise threshold 0.008
Max ray depth in PT 12
Still some grain, but it's OK to me. Originally rendered in 4000 by 2000 px, and it took 14 hours and 18 minutes to render.
Quote from: Hannes on December 17, 2019, 03:26:18 AM...the beer and the breadsticks are on the table...
I might do a US version with popcorn??? ;)
Terrific! What a great mood. And thanks for posting the variables.
Looks like he's going for the beer, she's going for you, Hannes ;D :P
Quote from: Dune on December 17, 2019, 07:30:48 AMLooks like he's going for the beer, she's going for you, Hannes
What a nice thought... ;)
Nice lighting.
And the worn leather is looking fine.
Quote from: Hannes on December 17, 2019, 03:26:18 AMWe all know the problem: the beer and the breadsticks are on the table, but where is the remote control?
DJ and his new wife Lara Croft-Johnson want to take a break, but can't find the bloody thing. The search begins...
I already used this interior (Sponza palace, Dubrovnik) for one of my VR challenge entries, and it cried for the path tracer. The whole scene is illuminated by only a large white self illuminating plane above the building (which has an open roof), and the environment light of course. There is also a lightsource in the fire place, but it's only for a bit of orange glow.
I found that direct sunlight often produces harsh shadows on objects that have a subsurface scattering material, even when the objects are high poly, so I used the plane representing some sort of an overcast sky.
I used the following settings:
MPD 0.1 (only objects in the scene)
AA 9
Max paths per sample 100
Robust adaptive sampler - First sampling level 1/256, Pixel noise threshold 0.008
Max ray depth in PT 12
Still some grain, but it's OK to me. Originally rendered in 4000 by 2000 px, and it took 14 hours and 18 minutes to render.
Wow the interior lighting of your castle is amazing in PT. I enjoy the subtle CA on the image too. Also current grain is so light it looks like filmgrain, so it works for this scene imo.
Another highlight! Great idea, amazing details and perfect worked out! Great Hannes :)
Quote from: Hannes on December 17, 2019, 03:28:33 AMQuote from: Hannes on December 17, 2019, 03:26:18 AM...the beer and the breadsticks are on the table...
I might do a US version with popcorn??? ;)
hee hee hee
Dayam that's good and curses, now I gotta try out Sponza as well! heh heh
Results look great! Settings are not bad, but max ray depth at 12 seems rather unnecessary. Did you test with lower (or even default) values? Keep in mind this does not directly affect noise, only the number of indirect light bounces! So basically it just makes it more "realistic", accounting for more and more potential light, but unless you have a really unusually "bouncy" scene (in terms of light, i.e. lots of bright surfaces), then the effect of bounces higher than about 8 is probably very low, and even with the default of 5 you probably don't notice much difference from higher values. At least not in my tests. But I'm curious if you found different results that justified this high value!
- Oshyan
I agree that it's quite high, but it was just because there are some glass shaders altogether in the models (skin and eyeballs and corneas), and I don't want to have something black. It would probably work with less max ray depth, but didn't try how many max ray depth I really need. I'll have to test for each scene what I need, I guess...
superb result, the leather seats, and beer look super real and the top lighting gives a moody atmosphere
Opposite view. And a few added items...
This is rich in more than the monetary sense! Great render again! Really makes me want to do something interior as well, some day.
Thanks Ulco! Yes, it's fun to make interior scenes. And especially if you scaled and textured your models correctly before you saved them as TGO. Just select from your interior collection, import and place the models, and you're done.
Cool tipp, Hannes :) ...and another so beautiful render again... just like being there! :)
Really cool interior.
The beer and table look amazing!