Planetside Software Forums

General => Image Sharing => Topic started by: dorianvan on September 06, 2019, 06:23:29 PM

Title: Tombs by the Nile
Post by: dorianvan on September 06, 2019, 06:23:29 PM
Here's some work Ulco and I are revisiting from a couple of years ago. Does anyone know why or how to fix the interiors of buildings? They seem to be luminescent inside, not dark as they ought to be. Thanks.
Title: Re: Tombs by the Nile
Post by: bobbystahr on September 06, 2019, 07:12:40 PM
Quote from: dorianvan on September 06, 2019, 06:23:29 PMHere's some work Ulco and I are revisiting from a couple of years ago. Does anyone know why or how to fix the interiors of buildings? They seem to be luminescent inside, not dark as they ought to be. Thanks.
Do you have the Receive shadows from surface clicked in the Atmosphere?
Title: Re: Tombs by the Nile
Post by: dorianvan on September 06, 2019, 07:30:27 PM
Doesn't do anything for this purpose Bobby. Either there's something I'm not doing or TG just illuminates interiors automatically. I can see that the sun is being occluded by the shadow areas, but why isn't the enviro light/or ambient further occluded inside a window? That should be even darker like this house, not the same shadow darkness as the outside. I could always render two different light passes (one normal and one dark) then animate a mask in post. But it seems like TG should be able to do this, no?
Title: Re: Tombs by the Nile
Post by: Matt on September 06, 2019, 10:33:13 PM
This could be improved by increasing "GI cache detail". With high values it should darken the interiors. But the best results will come from using the Path Tracer. It's working pretty well in 4.4.18 frontier, and more optimisations are coming soon.
Title: Re: Tombs by the Nile
Post by: bobbystahr on September 07, 2019, 09:48:07 AM
Quote from: dorianvan on September 06, 2019, 07:30:27 PMDoesn't do anything for this purpose Bobby. Either there's something I'm not doing or TG just illuminates interiors automatically. I can see that the sun is being occluded by the shadow areas, but why isn't the enviro light/or ambient further occluded inside a window? That should be even darker like this house, not the same shadow darkness as the outside. I could always render two different light passes (one normal and one dark) then animate a mask in post. But it seems like TG should be able to do this, no?
Not having the update to a PT version which apparently deals with this I use an old Imagine3D trick and put a negative light in the buildings.
Title: Re: Tombs by the Nile
Post by: cyphyr on September 07, 2019, 10:56:14 AM
I suspect the models are "broken" in some way.

The models probably look fine but light is coming through in some cases.

I suggest opening up he offending models in your 3d package of choice and "trippling" the polygons. This will convert all polygons to triangles whilst maintaining the original shape and UV's. This should stop the light coming through where it is not wanted.
Title: Re: Tombs by the Nile
Post by: dorianvan on September 07, 2019, 03:11:20 PM
@bobbystahr: I've heard of using negative light somewhere before
@cyphyr: Nope Richard, the model is a good one
@Matt: Increasing cache detail to 20 wasn't near as good as path tracing, which is fantastic! Not sure how it animates but I can live with the time increase. Thanks.
Title: Re: Tombs by the Nile
Post by: KlausK on September 07, 2019, 04:24:55 PM
Hi,

if there is nothing visible going on behind window- or door openings and they are so far away like in the examples
I sometimes block the view with a dark plate or cube object inside the room at a small distance away from the opening.
Just so much that is does not look like it is a closed opening. Same effect but much cheaper in (standard) rendertime.
And in an animation nobody would notice, I guess.
But the path traced version looks very good for sure.

CHeers, Klaus
Title: Re: Tombs by the Nile
Post by: dorianvan on September 07, 2019, 06:26:09 PM
Good idea. If it was just the windows I could do something like that, but after seeing how much better path tracing is everywhere, I am just going to consider standard renderer as a rough draft I think.
Title: Re: Tombs by the Nile
Post by: Oshyan on September 07, 2019, 11:21:26 PM
The Path Tracer should animate well as long as your render settings result in low enough noise. I think if you can afford the render time, it will look much nicer all around!

- Oshyan
Title: Re: Tombs by the Nile
Post by: Dune on September 08, 2019, 01:36:53 AM
Maybe Robust sampling will decrease the render time, but you'd have to be careful of noise, afaiu.
Title: Re: Tombs by the Nile
Post by: Matt on September 08, 2019, 04:25:49 PM
Looks good! Let us know how well it animates.
Title: Re: Tombs by the Nile
Post by: dorianvan on September 17, 2019, 02:00:35 PM
I gave up for now because it was taking too long per frame but it was looking very nice with path tracing. I settled on .5 det, and 12AA. For the windows, I added a dark object at 50% opacity like Klaus mentioned (thanks again). About a 7 on a scale of 1-10, which is passable under time crunch. And no one will see the comparison so I'm good :) I would highly recommend path tracing for all renders/anim if you have the time.