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  1. #141
    Member KarlAndreasGroß's Avatar
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    Hi LordOdin,
    did you also convert the shaders to principled BSDF for all tests? Regarding the shader benchmark of the Blackhartsfilm blog, the New principled bsdf is faster than the old ones. Therefore, a Material migration to principled bsdf should speed things up even more. Is that right?



  2. #142
    Originally Posted by KarlAndreasGroß View Post
    Hi LordOdin,
    did you also convert the shaders to principled BSDF for all tests? Regarding the shader benchmark of the Blackhartsfilm blog, the New principled bsdf is faster than the old ones. Therefore, a Material migration to principled bsdf should speed things up even more. Is that right?
    Its faster than some slapped together PBR node group made by users. It more than likely wouldn't be faster than 1 or 2 of these lesser shader nodes mixed together
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  3. #143
    Originally Posted by slipknot66 View Post
    is there a working linux version link?

    thank you!
    Not yet, that I know, but all the windows builds made by 3DLuver (and a big thank you) work perfectly under wine.

    These patches are awesome, hours of rendering time reduced to few minutes (finally!).



  4. #144
    Member Toka's Avatar
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    I was wondering if people are rendering out batch sequences, animated frames for their tests ... or mostly still images ? Perhaps we should point this out when putting up test images.
    In my test case's at least the new Denoiser improvements are working extremely well across animated frames and giving me a massive speed boost in render times. But it would be good hear about more animation tests.

    These are some examples of tests of animated batch frames I’ve been doing from a past project that I posted on the older Denoise thread. It’s a close up of a cyborg character. This is mostly just focusing on Denoise for animation rendering.
    I think that Cycles itself obviously has speeded up as well. I’m certain the ( before ) render times were higher a few builds back. I’m getting a before time of just over 15 min for the brain shot now when I’m sure it was nearer 20 when I rendered the project the first time.
    With Denoise and 100 samples render time is now down to 2 min 44. So that’s from around 20 min a frame a few builds back.
    DenoiseBrainComp.jpg

    These are the main settings I’ve been trying.

    Denoise_MyBasicSettings.jpg

    I would like to say a big thank you again to Lukas and the team and also 3DLuver for providing these builds to the community. These additions to Cycles feel like a game changer.



  5. #145
    Member SterlingRoth's Avatar
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    Latest experimental builds lost the scrambling distance slider did it get moved somewhere else, or did that feature not make the cut?



  6. #146
    principled shader: 2x faster, minimum
    denoiser: less samples, may be between 200 and 1000

    really fast



  7. #147
    Hi everyone! Linux download on the first post is empty 404 http://www.jensverwiebe.de/Blender/b...linux64.tar.xz Where can I find a working version to download linux build? thx.



  8. #148
    Member slipknot66's Avatar
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    Originally Posted by w3351 View Post
    Hi everyone! Linux download on the first post is empty 404 http://www.jensverwiebe.de/Blender/b...linux64.tar.xz Where can I find a working version to download linux build? thx.
    Yes, a linux version would be nice. I tried to donwload the experimental version from here (https://builder.blender.org/download/experimental/), but the denoise feature is not present.



  9. #149
    Originally Posted by w3351 View Post
    Hi everyone! Linux download on the first post is empty 404 http://www.jensverwiebe.de/Blender/b...linux64.tar.xz Where can I find a working version to download linux build? thx.
    I reenabled this now a bit outdated exp.-build again. I expected to do a new one last week but only denoiser branch got an update, not the whole exp. feature set. DL again but be aware this build has still the preview problem with multiple gpu !

    Jens



  10. #150
    Member slipknot66's Avatar
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    Originally Posted by jensverwiebe View Post
    I reenabled this now a bit outdated exp.-build again. I expected to do a new one last week but only denoiser branch got an update, not the whole exp. feature set. DL again but be aware this build has still the preview problem with multiple gpu !

    Jens
    Thank you Jens!!



  11. #151
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    Any updated OSX build coming soon? The one on the experimental builds page is from march 28



  12. #152
    strange, that page now only lists experimental-build-blender-2.78-0dd5f71 for windows build, in blender it shows 2.78.4 while there was 'experimental-build-blender-2.78-82bcfb9-win64-vc14' which is 2.78.5 and has denoise and other new stuff, did I miss anything?



  13. #153
    Member RaphaelBarros's Avatar
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    Originally Posted by 3DLuver View Post
    Hey,

    Lukas updated the temp denoise branch so this is the experimental version from that with as many additions as i could make.

    Lukas 20 April update:

    https://mega.nz/#!9sRCUBTL!kcvASWpmg...GR8g64OZxDvVyA

    Build includes:

    Opencl&Cuda_GPU Denoise system (This is Lukas latest Denoise code system)
    GPU Denoise Multi GPU support (Even in Viewport, Def works for Cuda but not tested multiple Opencl GPU)
    Scramble Distance added for solbol and multi jitter (works on CPU & GPU) Also added to Supported features render tab
    Blue Noise Dithered Sobol with scramble
    Thread DiverganceSort Reduction patch (Gives 30% speedup in classromm and 8% in barcellona)
    Latest Master
    Cycles: Implement persistent storage for all scene data (Patch D2613)
    Cuda & Opencl Supported
    Disney BSDF
    Compositor SMAA Node
    Material Node editor New Noise lyapuno/ mandelbulb Procedural Additions
    Could you reupload it please? The experimental builds available thorugh Blender's site don't have the Scramble Distance option.



  14. #154
    Member lsscpp's Avatar
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    Originally Posted by RaphaelBarros View Post
    Could you reupload it please? The experimental builds available thorugh Blender's site don't have the Scramble Distance option.
    here's a more recent build from 3DLuver
    Everything's relative. Even saying "Everything's relative".



  15. #155
    Member lsscpp's Avatar
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    Just to keep on the hype , there's an unofficial patch WIP, for adaptive rendering. Further(few) details here and here. I report for just awareness' sake
    Everything's relative. Even saying "Everything's relative".



  16. #156
    Member Ace Dragon's Avatar
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    Originally Posted by lsscpp View Post
    Just to keep on the hype , there's an unofficial patch WIP, for adaptive rendering. Further(few) details here and here. I report for just awareness' sake
    If the adaptive rendering patch turns out to be a bit more robust than the first attempt by Lukas and comes with adaptive stopping, it combined with denoising could really be a game changer for Cycles to the point where even a difficult scene wouldn't take days to render.

    The reason being that you wouldn't actually need a tile to render to full convergence before the processing stops and moves to the next tile (and good adaptive sampling would only accelerate the process of getting to that point), because the denoiser would handle the rest.

    Good times if Jar's patch overcomes the issues seen in those old builds.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
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  17. #157
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    Render time from 8 hours to 8 minutes? Where do I sign? Maybe such optimization won't work properly for all type of scenes, but we can't know until we try



  18. #158
    Member lsscpp's Avatar
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    Originally Posted by chafouin View Post
    Render time from 8 hours to 8 minutes? Where do I sign? Maybe such optimization won't work properly for all type of scenes, but we can't know until we try
    Yes, it surely may vary from scene to scene, the best speed ups to be expected in frames with big areas that converge quickly (where indirect contribution has low impact for example)
    Anyway... here's me:

    Hi Milan,
    You're talking of a 60x increase!
    Can you provide some examples? Are there any chances that you will submit
    your patch for review? Or at least may you provide some builds to allow for
    wider testing/bugfinding (and gather popularity)?
    And here's the answer, last monday:

    Hi,
    I am preparing the table with results now. I will prepare the builds too (with
    GCC 6.3).

    In some cases you can get very high speed-up (for path tracing)
    I guess we can only wait with crossed fingers.
    Everything's relative. Even saying "Everything's relative".



  19. #159
    I'm testing the patch right now (D2662). It's a nice little hack, what it does is that every N samples (default = 100) it compares a measure of noise* of the current tile to a user-defined threshold and stops adding more samples to that tile when it's below the threshold. Quite effective in scenes with little variation, however:

    a) It does not distinguish between noise from path tracing or busy textures or geometry, so flat lighting on a surface with a noise texture or hair geometry will effectively disable it.
    b) It works under the assumption that the first N samples are properly stratified. I don't know if that assumption holds true for all the samplers in Cycles, especially when combined with the scrambling distance parameter. It might leave some odd artifacts.

    * It's not actually looking at noise, just at the overall uniformity. A single high-contrast edge can cause it to render the full number of samples.
    Last edited by skw; 29-Jun-17 at 05:54.



  20. #160
    Member lsscpp's Avatar
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    Everything's relative. Even saying "Everything's relative".



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