Latest Blender-Path (Internal GI) URLS ARE FIXED!!

Features Present:

Caustics are fixed! (i think i applied proper weightieng)

Linux: http://mark62756.home.comcast.net/blender-2.35a-linux-glibc2.3.4-i386.tar.gz
Window$: http://mark62756.home.comcast.net/blender-2.35a-windows-12-16-04FIXED.zip
OSX: either jsplifer does it or waiting on me to get crossgcc to work.

Please post cool renders you make with it! :smiley:

Overrendering Technique:

Render at about 2-4x the size (speeds Comparable to 2x2-4x4 OSA which would be OSA 2-4 if the option existed)

So: 640x480 -> (1280x960 - 2560x1920)

now… open the image in GIMP:

Add a small gaussian blur: IIR, raidus about 2-4 pixels, dont exceed 5 or 6 pixels or youll blur too much.

now, resize to whatever size you intended, make sure to pick CUBIC

http://apieceofstring.com/albums/screens/blur.sized.jpg
http://apieceofstring.com/albums/screens/usecubic.jpg

Voila!:

http://apieceofstring.com/albums/screens/result.jpg

If your image is too blurry: you can increase sharpness.
if you still see ALOT of aliasing artifacts try a larger blur or a larger over render.

Sadness:( “Link could not be saved”

[quote=“BlackMage”]
Features Present:

Caustics are fixed! (i think i applied proper weightieng)

Linux: http://mark62756.comcast.net/blender-2.35a-linux-glibc2.3.4-i386.tar.gz
Window$: http://mark62756.home.comcast.net/blender-2.35a-12-16-04FIXED.zip
OSX: either jsplifer does it or waiting on me to get crossgcc to work.[/quote]
:frowning: Can’t get umm. (My offer still stands; I’ll host them if you’d like on a fast server.)

It can’t find the windoze link :frowning:

Hmm… :frowning: i have my own hosting thats way better than this… maybe ill host his builds hold up.

ok guys… i fixed the URLs… Mark gave me the wrong ones :slight_smile:

Yay :smiley:

Edit: Is “Total raytracing” supposed to work? Cause it just gives me a blue render, and crashes Blender every now and then:/

Bellorium: nope… its broken… thanks for remiding me though :slight_smile:

thanks for remiding me though icon_smile.gif

Glad to be of service;)

Heres a really small render of the living room Exar (our clan, Me + Blenergetic + UltraX + some one else that i always forget) was working on a while back:

http://wiki.blender.org/pub/Blenderdev/FullGIAndSSS/livingroom.jpg

Blenergetic: The base mesh of the building and the stairs
UltraX: some lamps (not shown… forgot to include them… sry man)
Me: The couch, cieling fan, bevelling on the stairs, textures, plants, pots, table, background, lighting setup, carpet.

Anyway i used irradience caching (probably with not the best parameter setup)

Ive used the living room mesh in a lot of my other test scenes too.

Ok, just downloaded it, looks impressive, I’ll be playing with this a lot, thanks so much blackmage, hopefully you’ll also get the SSS to work :smiley:

This certainly looks extremely interesting. Some questions though…

  1. Is there any sort of documentation on how to use these features ?
  2. Do caustics work with ordinary lamps or just GI ?
  3. What happened to those wonderful soft shadows for all lamps you were developing ? They were great ! And very fast !

(caustics in internal render ! Me goes off to press buttons and do a happy dance)

  1. Hmm… i havent really generated any proper documentation yet, but look in world buttons, GI Panel.

  2. Caustics should work for all lamps just make sure trashadow is on. But caustics work best with sky textures (big light source)… anyway the caustics you get wont be very appealing… in future releases ill probably have them handled by photon mapping. No caustics only lamps though… because those suck :wink:

  3. I stopped those because they were so slow!! lol. Actually im considering implementing shadow buffers for all lamps or something.

Anyway, i will revisit distributed raytrace shadows when i implement photon mapping. Henrik mentions a very cool optimization for soft shadows called “shadow photons”.

What these do is shoot photons from the light source that transmit through objects, and help identify the areas that are in shadow… using these we can either: intelegently shoot shadow rays and REALLY cut down on them (at least 60% less if not more) or estimate the shadow directly from the map.

OH! and if youve turned on AO make sure you turn it off before picking path tracing… if AO is on it will use both AO and pathtrace (Making things SLOW)…

unless you inteded to use AO + Path this is not recommeded.
:smiley:

Cheers!

Hello,

I’m interested in the post processing of the image, where you recommend the image is rendered 2x the required size, then an effect is applied in gimp, and image resized.

Do you or anyone know of a script to automate this process. ie. take a image , apply the filter & resize?

This might be more appropriate in the gimp forums?

how how pretty cool!!!

claas

:o This is fantastic!!

could you maybe include your test files as well???
for me this way it is a lot easier to see what you did!

claas

When is an OS X version expected?

Thanks!

Hopefully soon :smiley:

BlackMage,
I can’t seem to be in #blenderchat at the same time you are.

Anyway, for SSS the approach Jensen took is to cache irradiance ‘samples’ in an octree and then use those samples to calculate the actual response for each raytracing sample.
The difficulty in Yafray was to access the geometry in a non invasive way and also truthfully to understand the raytracing process from the code.
But I managed to get the SSS to work in that environment.
Yet there are 2 major problems with the method as I see it :

1- Generating samples that are at an optimal density over the surface memory intensive. SSS introduces metric components into the image, namely the mean scattering depth, and this in turn determines the density of sampling that should be performed.
Diego and I came up with a beautiful and efficient way to generate the samples, by calculating the intersection of a model with a grid, much in the way the marching cubes method uses a grid to generate meshes.
The advantage is that the resulting sample set does not depend on the original resolution of the mesh, and thus a considerable memory and time saving.
On a small model, this is manageable but on a large model, the memory requirements are incredible, for the payoff of minimal contribution to the scattering. I did not implement the octree method because I saw no point in building a complete octree to ‘use’ only samples that might be contributing very little to the scattering. So my method is slow and memory intensive at the same time !
I also found that the scattering does not seem to respond well to the various materials Jensen provided. In some cases bad artifacts appeared although this also could be caused by not caching the irradiance. or by my lack of understanding of how the global photon map is supposed to work in Yafray. Apart from karble and ketchup, skin and milk looked terrible.

2- Determining the response for SSS ina GI setting is unclear to me.
Jensen made a comment in his last SSS paper about that and even gave a reduced formula for it. But because a) I don’t fully understand how GI is really done in any raytracer and b) I wasn’t sure how it was done in yafray I didn’t get it to work.
We got some cool images though !

Anyway, I’ll try to check the chat room for a while. What time zone are you in ?