UberSurface Tutorial

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  • wowiewowie Posts: 2,029
    edited July 2014


    When using the scripted render, what's the deal with Gamma Correction? There's no switch for it in the render options. Does 3Delight do it on its own?

    Once you enabled it in the renderer options, it's always enabled. Gain/gamma settings need to be set separately in the scripted render panel though.

    Edit:
    I played around with the indirect light camera and it seems quite promising. Render times with progressive rendering and DS 4.6.3.50 was around 36 secs with default shader mixer settings (final gather enabled) compared to 20 seconds with the default camera. Both diffuse and specular bounce are supported (lights are set to both, the object the ray first hit is set to either diffuse or specular).

    Didn't experiment with more than 1 bounce though.

    Post edited by wowie on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:

    I played around with the indirect light camera and it seems quite promising...
    Didn't experiment with more than 1 bounce though.

    Somehow the shader mixer keeps doing weird things in my DS today, so I packaged my scripted renderer files and a simple shader that will together do predictable photon mapping for me... It does 5 bounces by default. Took 22 minutes on my church scene from "that other thread" =)

    Richard Haseltine mentioned that DS progressive rendering uses the raytrace hider, which can be faster than the traditional REYES in certain scenarios.

    Judging by the 3Delight forums, it is officially faster whenever there is transparency and complex geometry (basically, that describes the majority of our DS scenarios). Sometimes several times faster.

    I posted the necessary edits to the standard scripted renderer example that I use to enable the new hider without progressive mode (also keeps the sinc filter etc) and GI cache (it's either this or photon mapping, I think; but of course, you can do "my" photon mapping with the "raytrace" hider, enabling it is a matter of editing a line in a script).

    evilded777,

    You may also want to take a look at the scripts.

    Here's my post in Wancow's thread (we may move the discussion there, too)
    http://www.daz3d.com/forums/discussion/21611/P495/#642793

  • FashaFasha Posts: 4

    Thank you everyone who jumped in! Sertorial, I agree with you on the naming issue. Ubersurface spec2 is something I haven't experimented with much since I started this thread (I've been more focused on the Subsurface Shader...and spec2 behaves rather differently in that one).

     

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