The Official aweSurface Test Track

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Comments

  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    You made my daysmiley

    Will transparent polys still have an impact on rendertimes?

    Only if you have layers upon layers on the same prop. So still true for hair, but less with clothing.

    Uhm, I meant if made emissive? Sorry!

  • Sven DullahSven Dullah Posts: 7,621

    Tried to render the space station scene with a character, at some point DS just shut down. Logfile says, after the lines opening DS and started rendering:


    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    WARNING: /src/sdksource/general/dztokenbuffer.cpp(1561): The token "float TransmissionBias" already exists!
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_OSC_Universal_1815_68e')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_Del_1821_68e')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_Screen2_1752_63f')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_OSC1_1817_68e')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_WSPanel_1816_68e')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_Screen3_1755_63f')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_LaptopScreen1_1756_63f')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_GSR_1818_68e')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_OSC_Universal_1775_660')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_GSR_1798_677')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_WSPanel_1776_660')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_650_1780_660')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_Del_1781_660')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_GSR_1778_660')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_OSC1_1777_660')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_OSC_Universal_1795_677')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_650_1800_677')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_650_1820_68e')
    3Delight message #41 (Severity 2): The specified distribution 'ashihkmin-shirley' was invalid. (in shader 'wowie/aweEnvironmentSphere' on object 'shapematerial_OSC1_1797_677')

    Anyone knows what it means?

     

  • wowiewowie Posts: 2,029
    edited November 2019

    The ashihkmin shirley message means I mistyped the name of the specular BRDF.cheeky

    For me, the TransmissionBias message usually comes up when DS saved shader settings in the scene is different to the one in the shader's params file. At least, I think so. I'll need to check it again. Never had it shut down though, it will complain but renders just fine.

    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    edited November 2019
    wowie said:

    The ashihkmin shirley message means I mistyped the name of the specular BRDF.cheeky

    For me, the TransmissionBias message usually comes up when DS saved shader settings in the scene is different to the one in the shader's params file. At least, I think so. I'll need to check it again. Never had it shut down though, it will complain but renders just fine.

    I re-rendered the scene with slightly lower render quality settings in full HD size, and it completed in 2h 15 min, even with a character and some additional props, everything with 2048 adaptive samples;) However, won't upload it, there were some issues which I need to fix.

    So, after some tinkering with smoothing settings and testing some PBR textures, this is the current state...still using the built in light fixtures as the only light source. To be continued...wink

    image

    Space Station 2 awe.png
    1280 x 720 - 2M
    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621

    @wowie

    The PT arealight shader gamma value...what does it do, exactly? It only affects the texture gamma for the emitter surface or the surfaces receiving the light? You mentioned something about adjusting black body temperature in one of your user guides, but apparently I don't quite get it. blush

  • wowiewowie Posts: 2,029
    edited November 2019

    @wowie

    The PT arealight shader gamma value...what does it do, exactly? It only affects the texture gamma for the emitter surface or the surfaces receiving the light? You mentioned something about adjusting black body temperature in one of your user guides, but apparently I don't quite get it. blush

    Adjusts the gamma of the light color and texture you use in the light color slot.

    Black body temperature shifts the color of the light. However, adjusting temperature on AWE Environment light adjusts the white balance of the whole scene.

    Camera white balance typically falls between 4500 to 5500K. Using those values, renders will look very warm. To separate subjects, you can shift the black body temperature on your AWE AreaPT to a higher temp (7500 or 8000K). Here's an example:

    Left to right. 6500K on AWE environment light and AWE Area PT. 4500 on AWE Environment light. 6500K on AWE AreaPT. 4500 on AWE Environment light. 8000K on AWE AreaPT

    If you keep the same temperature on your lights, your highlights gets slightly shifted as well. To maintain a more neutral tone in your highlighs, simply adjust the color temperature used on your emitters. The difference is subtle, but it is still noticeable.

    In essence, it is another tool for object separation in your scene (in addition to light, depth of field, motion etc).

    This is the physically correct way of doing the old school 'colored shadows' (which is just physically wrong).

    test1.jpg
    355 x 600 - 48K
    test2.jpg
    355 x 600 - 49K
    test3.jpg
    355 x 600 - 49K
    Post edited by wowie on
  • wowiewowie Posts: 2,029
    edited November 2019

    Lower luminance value (black levels) now works properly.

    Left to right: 0, 0.375, 1. Probably best not to go past 0.375 or midpoint. The black shirt is completely dark and no longer tinted with temperature as before.

    I'm also adding the option to let you choose between using the F-stop value on AWE Environment light or use the ones from the camera (when DOF is enabled).

    test4.jpg
    355 x 600 - 49K
    test5.jpg
    355 x 600 - 48K
    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:
     

    If you keep the same temperature on your lights, your highlights gets slightly shifted as well. To maintain a more neutral tone in your highlighs, simply adjust the color temperature used on your emitters. The difference is subtle, but it is still noticeable.

    In essence, it is another tool for object separation in your scene (in addition to light, depth of field, motion etc).

    This is the physically correct way of doing the old school 'colored shadows' (which is just physically wrong).

    yes Useful tips!

    wowie said:

    Lower luminance value (black levels) now works properly.

     

    Left to right: 0, 0.375, 1. Probably best not to go past 0.375 or midpoint. The black shirt is completely dark and no longer tinted with temperature as before.

    I'm also adding the option to let you choose between using the F-stop value on AWE Environment light or use the ones from the camera (when DOF is enabled).

    Nice!!

  • wowiewowie Posts: 2,029
    edited November 2019

    Also found a workaround for those black spots when displacement is enabled without forcing 'Use Face Forward'. You will still see black spots when the back facing sides are visible, but most of the cracking issues are solved.

    The hack means using displacement with subsurface enabled works better, which isn't the case if you enable displacement, 'Use Face Forward' and subsurface. It also avoids expensive double shading/raytracing unless you want to (by enabling 'Use Face Forward').

    Using the same workaround, enabling Use Face Forward with subsurface enabled now renders correct subsurface and is much faster (comparable to not forcing 'Use Face Forward'). Performance hit is negligible in most cases (ie 2 min 12.48 secs compared to 1 min 57 secs for long shots).

     

    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    Also found a workaround for those black spots when displacement is enabled without forcing 'Use Face Forward'. You will still see black spots when the back facing sides are visible, but most of the cracking issues are solved.

    The hack means using displacement with subsurface enabled works better, which isn't the case if you enable displacement, 'Use Face Forward' and subsurface. It also avoids expensive double shading/raytracing unless you want to (by enabling 'Use Face Forward').

    Using the same workaround, enabling Use Face Forward with subsurface enabled now renders correct subsurface and is much faster (comparable to not forcing 'Use Face Forward'). Performance hit is negligible in most cases (ie 2 min 12.48 secs compared to 1 min 57 secs for long shots).

     

    Excellent!!!

  • Sven DullahSven Dullah Posts: 7,621
    edited November 2019

    @wowie There apparently is a 3Delight 13 build, you happen to know what they did? I tried searching for info but could only find the 13 changelog. It says not compatible with 3DL 12.

    Post edited by Sven Dullah on
  • vrba79vrba79 Posts: 1,408

    So what is this? Iray, but for 3DL?

  • Sven DullahSven Dullah Posts: 7,621
    vrba79 said:

    So what is this? Iray, but for 3DL?

    I guess you could say so:) It's physically plausible rendering with scripted pathtracing, utilizing the (integrated into 3Delight) pathtracer. 3Delight has been capable of this for many years, sadly the DS implementation of 3DL has not made it easily accessable for DS users. Wowie's (with the help of Mustakettu85) scripts and shaders has finally "unlocked" this feature for end users.

  • wowiewowie Posts: 2,029

    @wowie There apparently is a 3Delight 13 build, you happen to know what they did? I tried searching for info but could only find the 13 changelog. It says not compatible with 3DL 12.

    Yes. 3delight 13 have ditched Renderman support completely. So it will not work with any Renderman shaders (basically all available shaders in DS). They're now fully committed to using Open Shading Language (OSL) instead with a new scene description named NSI (Nodal Scene Interface). If you look at the 3delight 12 changelog - https://documentation.3delightcloud.com/display/3DSP/Changelog+12.x - you can see 3Delight 12 actually has support for both OSL/NSI and RSL/RIB, so shops have been transitioning to OSL/NSI for quite some time.

    You can also see the last 3delight 12 build is from 2017. laugh(The 12.0.27 build DAZ uses is from 2015). So any licensee had ample time to plan migration if they wanted to.

    Technically, most of the stuff they did in OSL/NSI is doable with RSL/RIB (ie the layered shader, atmosphere shader, glass, metal, sun/sky, color correction/variation). The Substance support just came out recently, so I haven't looked at it. The decay filter (for lights) is also relatively new. I would've prefer they add support for IES, but they don't seem to think that's important enough (or requested by their big clients).

    What NSI offers that RIB can't are live edits to renders. Light / material parameters, geometry edits/manipulation and even displacements are rendered instantly rather than having to restart a render (or IPR). Another notable change is separating specular ray into refraction and reflection rays so you can have low reflection bounces but keep refraction bounces high. There's also the incandescent (ambient) light, which takes any incandescent input (on surface materials) and turn them into lights that are properly sampled (leading to less noise from just plain ambient surfaces/objects).

    To use the new 3delight 13, the host app (like DS) must either use a NSI exporter or a USD (Universal Scene Description) exporter. All the major renderers (Renderman, Arnold, Vray) now fully support USD, with even more renderer supporting it (3delight, AMD's Prorender, Redshift, NVDIIA's Omniverse RTX renderer, Octane) and it's also supported in game engines as well (Unreal Engine, Unity). Houdini 18's Solaris is basically USD viewer/editor inside the app. Basically, it will be the new file format exchange supported by renderers and apps.

    Seeing the industry is moving towards USD, I prefer the USD approach.

    vrba79 said:

    So what is this? Iray, but for 3DL?

    It's all the same, old 3delight. I'm still using DS 4.7 with 3delight 11 to build my shaders.

  • wowiewowie Posts: 2,029
    edited November 2019

    OK. Just finished writing/testing the updated exposure controls. Works pretty nice.

    You can now use either the Exposure value or Camera Based Exposure controls to control diffuse, specular/reflection strength (like you do in real life with a manual physical analog camera). As noted before, you have the option to use the f/stop value from the camera or the one on AWE Environment light. If you don't use the Camera Based Exposure, you can adjust the specular levels via the new Specular Exposure.

    Hmm, probably should make it work for reflection strength as well.

    Right now, it works best with high intensity scale/exposure set on your lights, then use f-stop/ISO/shutter time to control how much light actually enters the camera/lens. I haven't properly limit the specular/reflection the other way around - low intensity lights and high camera exposure values.

    Post edited by wowie on
  • kyoto kidkyoto kid Posts: 41,098

    ...so Daz hasn't moved to the 13 build yet. 

  • Sven DullahSven Dullah Posts: 7,621
    edited November 2019
    kyoto kid said:

    ...so Daz hasn't moved to the 13 build yet. 

    Probably won't...that would mean having to remake every 3DL material preset in the store, and adding some up to date shaders. My guess is they will keep the 12 build as long as there are pre-IRay products for sale??

    Post edited by Sven Dullah on
  • Sven DullahSven Dullah Posts: 7,621
    edited November 2019
    wowie said:

    Probably won't...that would mean having to remake every 3DL material preset in the store, and adding some up to date shaders.

    Not exactly.

    They could basically create a shader with the same name, so all DS material presets works with this shader. My guess is that'll be similar to how Iray will renders 3delight dsDefaultMaterial.

    Yeah, and I'm all for an upgrade, still doubt it will happen...

    wowie said:

    Personally, I'm against the idea since the current implementation of 3delight is sub par at best (compared to Maya/Max/Katana even Softimage XSI).

    Uhm...against exactly what idea?

    And what would happen to aweSurface in the event of an upgrade?

    Post edited by Sven Dullah on
  • wowiewowie Posts: 2,029
    And what would happen to aweSurface in the event of an upgrade?

    Well, sImple answer really. coolI port the RSL code to OSL.laugh

    Btw, anyone willing to test a special build? I want to test the build I'm working before adding some new stuff.

  • Sven DullahSven Dullah Posts: 7,621
    wowie said:
    And what would happen to aweSurface in the event of an upgrade?

    Well, sImple answer really. coolI port the RSL code to OSL.laugh

    Ah, simple as thatlaugh

    wowie said:

    Btw, anyone willing to test a special build? I want to test the build I'm working before adding some new stuff.

    Sure...anything in particular you want to focus on?

  • wowiewowie Posts: 2,029
    edited November 2019
    Sure...anything in particular you want to focus on?

    Plenty, to be honest. Lots of accumulated bugs and small tweaks here and there.

    I'll send you the files via e-mail as soon as they're ready. I'll include the newer versions of other shaders as well.

    Sneak peek (not final).

    AWEnvLight1.JPG
    422 x 683 - 36K
    AWEnvLight2.JPG
    422 x 699 - 50K
    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:
    Sure...anything in particular you want to focus on?

    Plenty, to be honest. Lots of accumulated bugs and small tweaks here and there.

    I'll send you the files via e-mail as soon as they're ready. I'll include the newer versions of other shaders as well.

    Sneak peek (not final).

    Ah, just now saw your attachments, looks promising;) Some kind of brief walk through of the new features of the environment would be much appreciated=)

  • wowiewowie Posts: 2,029
    edited December 2019

    Ah, just now saw your attachments, looks promising;) Some kind of brief walk through of the new features of the environment would be much appreciated=)

    Environment dials will control the respective properties of all surfaces with the environment shader applied. There's a separate control for diffuse as well.

    Overrides applies the override value to all my shaders (environment shader, AWE Surface, AWE Hair etc). They won't work with any other shader. One neat thing is that you can set reflection depth to a different value from refraction depth. Not possible with the specular bounce depth in the renderer settings or shader attributes. Turnng down bounce depth to 1 for both diffuse and reflection can speed up your renders to roughly the same as enabling progressive (though it depends on the scene).

    WIth this update, most of the quality/performance settings can be changed/set in one place - the AWE Environment light.

    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    Ah, just now saw your attachments, looks promising;) Some kind of brief walk through of the new features of the environment would be much appreciated=)

    Environment dials will control the respective properties of all surfaces with the environment shader applied. There's a separate control for diffuse as well.

    Overrides applys the override value to all my shaders (environment shader, AWE Surface, AWE Hair etc). They won't work with any other shader. One neat thing is that you can set reflection depth different from refraction depth. Not possible with the specular bounce depth in the renderer settings or shader attributes. Turnng down bounce depth to 1 for both diffuse and reflection can speed up your renders to roughly the same as enabling progressive (though it depends on the scene).

    WIth this update, most of the quality/performance settings can be changed/set in one place - the AWE Environment light.

    That's really cool! Will make things much easier to handle, and cutting render times is always a nice plusyes.

  • wowiewowie Posts: 2,029
    edited December 2019

    That's really cool! Will make things much easier to handle, and cutting render times is always a nice plusyes.

    Fully enclosed test scene with fully opaque, non refractive windows. No area lights are used, purely just using the HDRI from the environment sphere outside.

    With override diffuse/reflection bounces set to 2 - 22 min.

    Without overrides - 26 min

    Without overrides but progressive enabled - 11 min. Notice how you'll lose some of the natural light bounces/color bleeds with progressive.

    Additional shots with the glass windows tinted blue and with a small area light as a light source outside.

    Still some noise but that's mostly to using just 512 samples (with adaptive sampling enabled).

    22 minutes 15.4 seconds.jpg
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    26 minutes 5.82 seconds.jpg
    1067 x 600 - 455K
    11 minutes 13.78 seconds.jpg
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    tinted.jpg
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    sunlight.jpg
    1067 x 600 - 547K
    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    That's really cool! Will make things much easier to handle, and cutting render times is always a nice plusyes.

    Fully enclosed test scene with fully opaque, non refractive windows. No area lights are used, purely just using the HDRI from the environment sphere outside.

    With override diffuse/reflection bounces set to 2 - 22 min.

    Without overrides - 26 min

    Without overrides but progressive enabled - 11 min. Notice how you'll lose some of the natural light bounces/color bleeds with progressive.

    Additional shots with the glass windows tinted blue and with a small area light as a light source outside.

    Still some noise but that's mostly to using just 512 samples (with adaptive sampling enabled).

    Interesting that you can get those kind of results with just HDRI lightingyes. And I'm guessing you meant transparent windows? Did you use transmission or "old school" opacity? The rendertimes are very promising:)

  • wowiewowie Posts: 2,029
    edited December 2019

    Interesting that you can get those kind of results with just HDRI lightingyes. And I'm guessing you meant transparent windows? Did you use transmission or "old school" opacity? The rendertimes are very promising:)

    Yes. This is without using the old school hack of dialing down opacity but keeping multiply specular/reflection with opacity disabled. You can still do that if you want. Combined with adding area lights (even on the outside) will cut render times and possibly produce less noise (due to using direct lighting).

    Combining the bounce ray overrides with progressive rendering won't produce faster renders though. In case you're wondering.

    Raising samples to 4096 shouldn't extend the render times much. I think I saw something like maybe 2 minutes more.

    I did encounted an issue where I set up the glass incorrectly, so will need to look into that. Nevermind, it was a fluke.

    Post edited by wowie on
  • Sven DullahSven Dullah Posts: 7,621
    wowie said:

    Interesting that you can get those kind of results with just HDRI lightingyes. And I'm guessing you meant transparent windows? Did you use transmission or "old school" opacity? The rendertimes are very promising:)

    Yes. This is without using the old school hack of dialing down opacity but keeping multiply specular/reflection with opacity disabled. You can still do that if you want. Combined with adding area lights (even on the outside) will cut render times and possibly produce less noise (due to using direct lighting).

    Combining the bounce ray overrides with progressive rendering won't produce faster renders though. In case you're wondering.

    Raising samples to 4096 shouldn't extend the render times much. I think I saw something like maybe 2 minutes more.

    I did encounted an issue where I set up the glass incorrectly, so will need to look into that. Nevermind, it was a fluke.

    Ok, nice! And will the diffuse rays pass through when only transmission is used for the windows?

  • Sven DullahSven Dullah Posts: 7,621
    edited January 2020

    Just a little something I started working on...

    image

    A Grid awe.png
    1920 x 1080 - 4M
    Post edited by Sven Dullah on
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