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Hammertime
Hammertime
Comments: 4
Popgriffon

29.03.2024, 15:19








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Hotel Room Scenario Pro Render Compliant
Hotel Room Scenario Pro Render Compliant

            

Hotel Room Scenario Pro Render Compliant
Description: Around here we have detailed discussions about the work. Lately the subject has been mostly about indirect light. Global Illumination and all of that.

A Bryce user named Pumeco has formulated a system for using premium AA True Ambience to perform radiosity functions in Bryce renders. Myself, I do not have complete confidence in anything involving the ambient channel, but the way this system works the True ambience is shifted from flat glow to dynamic refelction of the environment, allowing very convincing indirect light.

This is my second run at rendering this scene using Pumecos unique and highly useful implementation of the normally flawed True Ambience. I am very happy with these results. This is rendered at only 36 rays per pixel. That is where the graininess comes from. There are always prices to pay for real indirect light. In Premium AA long render times are very common so low quality setting mean often there will be annoying graininess. With radials as indirect light y0u will get shadow banding. There is always a price to be paid.

The original Hotel Room Ccenario uploaded a few weeks ago I used a random cluster of 200 weak radials as indirect light. Link available here
http://www.bryce5.com/details.php?image_id=3318

I would not propose that one is any better than the other. What is nice about the Pro Render True Ambience system is that there is very nice color bleed and light bounce. The only lights in this scene are the lights for the lamps and outdoor sunlight.

To learn how to use this system for highly realistic Bryce renders check out the forums at Daz3d.com

Feedback is very much appreciated. Thanks all.
Added by: rashadcarter1
Keywords: Rashadcarter1, Bryce6.1, Pumeco, TrueAmbience, TrueSpace
Date: 10.03.2008 03:41
Hits: 10984
Downloads: 168
Rating: 1.57 (7 Vote(s))
File size: 664.2 KB
Previous image: The Room V 4
Next image: The Room V 3



Author: Comment:
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
-

Wow. Your lighting is very amazing. So is the detail on your models and textures. Everything is placed in a way that would be really nice for a real room. I really like the bed covers.
10.03.2008 04:37 Offline connorzelinsky connorz16 at gmail.com
richter
Member

Join Date: 04.15.2004
Comments: 1092
-

... I've got exactly 2 words for you, bro' - full fiver! Absolutely no qualms with this image. I hope it doesn't sound like I'm praising too much, you outdid yourself!
10.03.2008 08:00 Offline richter richter at cold-may.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

Thanks gentlemen. I will never complain about receiving praise. My first try did not give me the results we see here but with a little more testing it reached this point. This was an ideal scene for this lighting technique. The render times could be potentially out of this world so I am not sure how often this approach could be used. We shall see.
10.03.2008 08:15 Offline rashadcarter1 rashadcarter1 at aol.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Apart from the noise, which we know where it comes from, the lighting looks really good and quite real. I have also 2 renders in the works that use Pumeco's TA method. I will have to compare what I'll get with what I got from other methods. What you did here looks promising. Pity it is such time intensive to render.
10.03.2008 09:26 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

The noise is not the only drawback. As Pumeco observed many times, True Ambience is not properly implememnted and is "broken." It is safe to say that it is at least 80% what it should be but there are some limitations. Notice the blanket and how the polygons are visible. This was not the case when I was using radials and spots as indirect. TA is well known not to smooth imported geometry as it should. TA light also does not pick up bump or specularity information, because TA light does not cast its own shadow rays which are needed for bump production. There are always compromises.
10.03.2008 19:05 Offline rashadcarter1 rashadcarter1 at aol.com


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