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Created April 20, 2011 08:01
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[07:15] _samo_ hi morning
[07:16] condar hi _samo_
[07:16] _samo_ hi there
[07:19] _samo_ DarkTide: ping
[07:19] DarkTide pong
[07:23] _samo_ DarkTide: hi good night
[07:24] _samo_ DarkTide: I wonder what's your opinion about this: http://www.yafaray.org/community/forum/viewtopic.php?f=15&t=4049
[07:25] DarkTide my opinion?
[07:26] _samo_ yes, what do you think its the source of the slowdown
[07:26] _samo_ 4 times slower in path tracing is a huge difference
[07:29] DarkTide i know the source _samo_
[07:29] DarkTide the MIS sampling strategy changed completely
[07:29] DarkTide since it was farely incomplete for glossy materials
[07:30] _samo_ Darktide, but if i render the same scene with shinydiffuse instead of glossy, the difference remains
[07:31] DarkTide yes, the whole sampling strategy was changed
[07:31] DarkTide if you look at the resulting images more than the times you'll see that images are much cleaner with fewer passes
[07:31] _samo_ DarkTide: I noticed that
[07:32] _samo_ DarkTide: the first pass produces already a cleaner result
[07:32] DarkTide yes that's the issue
[07:32] DarkTide pt is supersampling from the begining
[07:32] _samo_ ok then I guess with yafaray 012 fewer passes are needed then?
[07:33] DarkTide i yes
[07:33] DarkTide also the results are consistent with pm and dl
[07:33] DarkTide which isn't the case on 0.1.1
[07:34] _samo_ ok that's an answer thanks
[07:34] DarkTide yw
[07:35] _samo_ I guess we should explain that when we release the rc and the stable, since everyone is going to complain
[07:35] DarkTide i can try to remove the supersampling on pt and see if the times and the results get a better balance
[07:35] DarkTide yes
[07:35] _samo_ you don't need to, only that we should explain users what to expect now
[07:36] DarkTide ok
[07:36] DarkTide but know that there is still some room for optimization, this changes were made with consistensy and correctness in mind not optimization
[07:37] DarkTide not much room but some
[07:37] _samo_ DarkTide: if you think the new sampling is better, I'm ok with it
[07:38] _samo_ in fact the result is good with yafaray 012, so it is only a question of using fewer passes
[07:40] DarkTide a simple test to really see the difference is to render a glossy sphere with only bg texture
[07:42] _samo_ it will produce a less noisy result in the first pass?
[07:42] DarkTide 0.1.1 has no bg reflection on glossy
[07:42] DarkTide using pt i mean
[07:45] _samo_ ok I'm going to test that
[07:50] -->| nickon (~nn@d54C0E153.access.telenet.be) has joined #yafaray
[07:50] _samo_ DarkTide: I should enable 'use background' in yafaray 011, right?
[07:51] DarkTide nope that will lit the sphere much like ibl does
[07:51] DarkTide so is not exactly the same effect
[07:52] _samo_ ok
[07:54] _samo_ DarkTide: what kind of background should I use to test that?
[07:54] DarkTide any texture bg
[07:54] DarkTide in fact iirc any bg
[08:01] _samo_ DarkTide: yes I see differences
[08:01] condar _samo_: http://dl.dropbox.com/u/4113119/reflection011.png
[08:01] condar http://dl.dropbox.com/u/4113119/reflection012.png
[08:02] _samo_ DarkTide: even if the background does not emit light, the glossy material in 012 is reflecting the blue sky
[08:03] _samo_ condar: yes I get similar results
[08:05] _samo_ http://img821.imageshack.us/g/yafaray011.png/
[08:07] _samo_ the sampling is completely different in yafaray 012
[08:08] DarkTide now render that same scene in 0.1.1 with dl and then do the same with 0.1.2
[08:12] _samo_ ok let me try that
[08:14] condar http://dl.dropbox.com/u/4113119/dl011.png
[08:14] condar consistency have a price
[08:22] _samo_ http://img600.imageshack.us/g/yafaray011dl.png/
[08:27] DarkTide now you've seen what i ment about consistensy and the sampling strategy change
[08:29] _samo_ this is what I get with the background not emitting light : http://img851.imageshack.us/i/yafaray012dlnbgl.jpg/
[08:29] _samo_ in yafaray 011 I get a black image
[08:30] DarkTide this is suomi's scene with 8 samples on pt
[08:30] DarkTide http://dl.dropbox.com/u/6595937/8-samples-pt.png
[08:30] _samo_ sorry I'm wrong,
[08:30] _samo_ in direct lighting, yafaray 011 delivers a correct result
[08:31] condar so in theory 0.1.2 needs or less samples or less pases to get same result?
[08:31] _samo_ I mean with no background lighting I can see the background still reflected on the sphere
[08:31] _samo_ but in path tracing yafaray does not reflect the background, only the lighting, I'm right?
[08:33] DarkTide _samo_: yes you are right
[08:33] DarkTide condar: that is correct
[08:33] _samo_ DarkTide: one thing I was not sure about when comparing suomi's result is the fact that I'm not sure whether the yafaray 012 result is using the same bump strenght
[08:35] _samo_ that's why I could not compare the sampling either
[08:35] DarkTide the bump algorithms was changed
[08:35] DarkTide -s
[08:36] _samo_ ok, but they using the same strenght when the use the same values? i mean yafaray 011 compared to yafaray 012
[08:36] _samo_ *are they
[08:37] _samo_ *they
[08:38] _samo_ DarkTide: also can you produce the same scene in yafaray 011 please?
[08:38] condar 1min 56 instead of 5 min 30 sec
[08:38] condar http://dl.dropbox.com/u/4113119/16samplesPT.png
[08:38] _samo_ with 8 samples
[08:38] condar but only 16 samples
[08:39] DarkTide condar can you do the same for 0.1.1 please i don't have 0.1.1 at hand
[08:39] condar and the quality is pretty much the same
[08:39] subcomandante oh noooo, the bump algorithm noooooooo
[08:39] DarkTide subcomandante: don't worry _bert fixed it
[08:39] subcomandante j/k
[08:39] DarkTide
[08:39] condar _samo_: same scene but 64 samples 5min 30 sec
[08:39] condar http://dl.dropbox.com/u/4113119/012.png
[08:39] DarkTide then...
[08:39] DarkTide i hate you!!
[08:39] DarkTide hehehe
[08:40] _samo_ condar can you try the same sampling in yafaray 011, I want to compare results instead of render times
[08:40] condar 1 minute
[08:41] -->| sandkign (4e85a702@gateway/web/freenode/ip.78.133.167.2) has joined #yafaray
[08:41] sandkign hi
[08:42] DarkTide sandkign?
[08:42] sandkign i was just wondering if there is difference if i use one large piece of glass intersecting with walls and simulating windows or should i make each window separately
[08:42] sandkign ?
[08:42] DarkTide you misspelled your nick
[08:42] sandkign DarkTide: aye?
[08:42] sandkign nevermind :d
[08:42] DarkTide or aren't you sandking?
[08:42] sandkign i use this stupid webchat as after IT reorganization they won't let me have irc client
[08:42] DarkTide hehehe
[08:43] sandkign so back to the glass - is using one piece of glass in the wall ok ?
[08:43] DarkTide well i'm guessing the large glass doesn't make any difference as lokg as it is embedded in the wall
[08:43] DarkTide long*
[08:43] sandkign or should glass panes not interfere physically for correct calculations?
[08:43] sandkign ok
[08:43] condar sandkign: but it's better to keep windows separately for alrge projects... believe me
[08:44] condar *large
[08:44] sandkign i remember it was quite important when modelling water in glass to have proper caustic effects
[08:44] sandkign condar: yeah, but it's a side prop now
[08:44] DarkTide for realism is bettes since you can hcange the angles of the windows a bit and get a realistic appearance
[08:44] sandkign i'm detailing windows of the main thing
[08:45] sandkign oh, i didn't thought about changing arc trick - thanks
[08:45] DarkTide damn i need to sleep some time soon
[08:45] sandkign i use normal map for glass imperfection sometimes
[08:45] -->| Hyper-Core (~lol@h174.117.31.71.dynamic.ip.windstream.net) has joined #yafaray
[08:45] sandkign DarkTide: don't waste time on sleep
[08:46] _samo_ hi subcomandante
[08:46] DarkTide i'm trying but morpheus call is too strong
[08:46] subcomandante hola _samo_
[08:46] DarkTide btw subcomandante: chiao fratello!!!
[08:46] DarkTide damn
[08:46] subcomandante
[08:46] condar hi subcomandante
[08:46] DarkTide ciao*
[08:46] DarkTide hehe
[08:46] sandkign anyone by chance knows this tutorial that floated about a month ago when a chap is doing evening viz of office building by the street? he detailed some light tricks there and i can't find it . it wasn't yafaray/blender related as i remember
[08:48] condar _samo_: http://dl.dropbox.com/u/4113119/011pt64samples.png
[08:48] DarkTide condar: and 16?
[08:48] condar rendering
[08:48] DarkTide thx
[08:49] condar http://dl.dropbox.com/u/4113119/011pt16samples.png
[08:49] _samo_ condar, really? why the reflections are so different
[08:49] condar because is glossy..
[08:49] DarkTide bg reflection i'm guessing
[08:49] DarkTide is a white bg?
[08:49] condar *it's
[08:50] <--| Hyper-Core has left #yafaray
[08:50] condar yep
[08:50] DarkTide then there is the difference
[08:50] condar the 16samples version for 0.1.2 took the same time than a 64samples 0.1.1 version
[08:50] condar and the quality is close
[08:51] DarkTide yep
[08:51] DarkTide can you render 0.1.2 16 samples with a black bg after the 16 samples 0.1.1 version?
[08:51] condar so test 0.1.1 vs 0.1.2 with the same ettings is pointless
[08:51] DarkTide please?
[08:51] condar 1 minute
[08:52] DarkTide thank you very very much, you are the best tester we have on the room right now
[08:52] DarkTide ...
[08:52] DarkTide the only one i ment
[08:52] DarkTide hahahaha
[08:53] condar hehehehe
[08:54] condar so ... 0.1.2 is not slower than 0.1.1.it make better sampling
[08:54] condar *makes
[08:55] condar man... 4 am and I cannot control the keyboard
[08:55] condar http://dl.dropbox.com/u/4113119/012blackBG.png
[08:57] DarkTide so glossy is still missing pieces in 0.1.1?
[08:57] DarkTide can you run a dl test?
[08:57] condar 0.1.1?
[08:57] DarkTide i'm sorry for being such a pita but i don't have 0.1.1
[08:57] DarkTide yes please
[08:58] condar back to 0.1.1................
[09:01] condar http://dl.dropbox.com/u/4113119/011DL.png
[09:02] condar yep... 0.1.2 FTW
[09:02] DarkTide ??
[09:04] condar http://dl.dropbox.com/u/4113119/011DLblackBG.png
[09:06] condar ok... I need to sleep... cu later
[09:06] |<-- condar has left freenode (Quit: Leaving.)
[09:08] _samo_ this is my results with bump maps disabled : http://img541.imageshack.us/g/yafaray011pt16.png/
[09:09] DarkTide that's quite a difference
[09:09] _samo_ less noise in yafaray 012, it is also reflecting the background unlike yafaray 011
[09:17] _samo_ DarkTide: in MIS sampling strategy, was does MIS stand for
[09:18] DarkTide Multiple Importance Sampling
[09:20] _samo_ darktideok thanks for you time to explain all of this
[09:20] _samo_ Darktide: ok thanks for you time to explain all of this
[09:21] DarkTide
[09:21] DarkTide yw _samo_ now i go to bed
[09:21] DarkTide c u tomorrow
[09:24] _samo_ cu DarkTide
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