Some of you know about WinOSI, Michael Granz’s physically-correct photorealism renderer. If so, no doubt you would have seen the WinOSI Comparison Gallery, located here, which showcases a reference scene rendered using various different types of renderers.
Well, here’s my attempt at the scene, rendered using Yafray 0.0.7. I had tried to use Blender’s internal renderer, but the output were simply not up to par with most other renderers.
More details are available on my thread at Yafray.org forums. Click here to go to the thread.
Comments and suggestions for removing those artifacts (render settings available in the above-mentioned thread) are welcome.
I’ve committed the rendered image to Mr Granz, for inclusion in the Comparison Gallery, which is why I posted this here in Finished Projects. However I’m always on the lookout to improve the render.
My only two suggestions for improving the image would be: turn off DoF and turn down your refinement to 0.01 to lose some of the blotchiness of the cache.
Otherwise, its a very good comparison to the other renderers! Is this WinOSI thing still in development? I love its light refraction capabilities!
I don’t have DOF on. If you’re talking about the floor texture looking blurry, I was told by Eeshlo that it was due to texture interpolation, which can’t be switched off.
WinOSI is still in development. It was idle for a while, but the website seems to have become active again.
Mrmunkily,
I’ll try to export to XML and edit it by hand. Thanks for the tips.
Another render with tweaked settings. The back wall is now very smooth, and the shadows look smooth as well. But the areas where the bright patches on the wall fade into darker shade toward the ceiling, are still blotchy. I’m now beginning to suspect the material reflection might be set too high, creating too much contrast on the walls.
I’ll try another render probably tomorrow with tweaked material settings for the wall materials, and increased AA (some artifacts visible around the glass ball).
Render time was approximately 55 minutes this time. :o More than twice as long as the previous render!
Looks better, Samjh! For the floor texture, maybe just subdiv it and apply procedural textures (blue and white) to the individual faces to simulate the tile pattern, rather than using (I assume) a bitmap texture. I’ll check the blend to see if I’m talking gibberish or not…
EDIT:
Yeah, I downloaded the blend and subsurfed the floor and rendered this at half size (took about 15 min.):
I also turned down the refinement to .005 (which didn’t help much as you can see…) and turned on AA to 6 passes/10 samples.
that floor texture is only 64x64 pixels. It needs to be a higher res to avoid the interpolation problem. Or as someone else has done, subdivide and assign a seperate material to each face in a checkered pattern.