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Thread: Animated Radiosity testing
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03-04-2012, 05:14 AM #16
Although i like this very much, radiosity splotches/leaks/shivering are still noticable. You need to play it few times to notice all 'coz it's cleverly hidden/distracted by fast movements of camera/light and all that. But as soon as you look arondn (not focus on great character work) window areas and walls more carefully there it is Lw splotchy thing
. Render this scene at slower camera movements and it'll be even worse/more visible.
We need updates to GI creation
.
www.lewis.tomsoft.hr
Home WS i7 Dual Xeon E5-2690/64GB/Win8x64/660GTX
Work WS-i7 3930K/32GB/Win7x64/660GTX
My LWM Video Car Modeling Tutorial
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03-04-2012, 03:52 PM #17
Yep, i really like the test and the animation is quite funny, but LW GI in this kind of situation is just a nightmare to avoid splotches/light leaks or you can have that if you can deal with astronomic render times !

Anyway, the test was fun nad it could end up to some sort of reveal of a new "super-secret" technique to have splotche-free interior GI renders with acceptable render times, so i'll stay tuned !
Cheers,
Laurent aka Tartiflette
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03-04-2012, 03:58 PM #18
RH:
Would it be possible for me to get this scene, exactly as it is, and throw some of my workflows into it?
Would be great for comparsion, if anything.
Cheers!Technical Supervisor
Cinematics Department
Massive - A Ubisoft Studio
-----
Intel i7 970 "Hexa" 3.2GHz
24GB Ram
GeForce 560Ti 1GB
GeForce 620GT 2GB
Windows 7 x64
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03-04-2012, 06:08 PM #19
Looking forward to seeing what a good solution is to use Lw character animation with radiosity.
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03-04-2012, 06:09 PM #20
using this technique will solve it, though rendertime doubles
(but instead of changing the AA, change the samples a tiny-tiny bit)
http://www.youtube.com/watch?v=AEb-B_R-JaY
(see the first minute of the video)
for slow camera movement, use this one, works excellent(!)Render this scene at slower camera movements and it'll be even worse/more visible.
www.youtube.com/watch?v=-zV7wHlPo38#t=1m50s
Last edited by erikals; 03-04-2012 at 06:22 PM.
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03-05-2012, 12:49 AM #21www.lewis.tomsoft.hr
Home WS i7 Dual Xeon E5-2690/64GB/Win8x64/660GTX
Work WS-i7 3930K/32GB/Win7x64/660GTX
My LWM Video Car Modeling Tutorial
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03-05-2012, 01:24 AM #22
grass is no danger as it's an exterior, so it renders fast, just pump up the AA.
(also it's probably better to use cached) (are you sure Neatvideo won't solve it, i think it will, as it uses "subframes") (do you have a video i can test?)
splotches are more tricky, but works with the top method i posted.
a problem however is that it can require major extra work if there is a lot of camera movement. (or light movement)
that said, what RH shows here is nice for NPR renders.
Last edited by erikals; 03-05-2012 at 01:33 AM.
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03-10-2012, 11:54 AM #23
Using interpolated GI there will ALWAYS be flicker on mving "stuff"... its completely unavoidable. The question is, how much is enough to be seen. The demo shot here clearly still shows some... but u reli gotta look for it, and watch the clip on loop. If it were just a shot, in something or other, WITH textures, no way would it be noticed.
This particular technique cuts that balance between the flicker, and how noticable it is... but there's others that have different effects. My favourite, invloves pre-baking static illumination, and blending that with animated. It gives FAR less flicker in the same or less rendertime, and works with moving lights perfectly and moving/deforming objects really fast too.
Splotchies, a different but close linked issue, are easy tog get rid of in either stills or animations... basically up ur rays/reduce ur pixel spacing.
Tuts will be announced when they're ready.
As for the whole NPR thing... not at all... these techniques work just fine with photoreal stuff... but I only bother testing and demoing with basic as you need clean surfaces to be able to see for sure whats flicker, and whats not.
cheers.
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03-10-2012, 05:13 PM #24
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03-10-2012, 06:01 PM #25
RH what's going on with the chair's and steps shadow? Look serrated. Anyway, it looks just as great. Light everywhere... :O
On another notice, I'm not sure if this happens only with me but every attached *.mov I click, it comes down has an *.html.
While it's no big deal to just download it and change the extension, it stops one from just loading the *.mov and watch it without saving. Hopefuly is not something hard to fix.
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03-11-2012, 04:07 AM #26
The last one is very convincing, congrats !

As for the problem with .mov saving as .html i have the same problem on Mac OS X and Safari so that must be a problem on the board side, i think.
Anyway, keep up with those tests regarding animated GI, it looks like you have nailed some interesting technique !
Cheers,
Laurent aka Tartiflette
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03-11-2012, 05:19 AM #27
yes, the blocky shadows under direct lighting. THats just the fault of the extremey bright light, so the whites are way over white, thus non AAd fully... unless Id turn on limit dynamic range, which I didnt.
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03-23-2012, 10:39 AM #28
Purchased!

RH... check your PM...
Technical Supervisor
Cinematics Department
Massive - A Ubisoft Studio
-----
Intel i7 970 "Hexa" 3.2GHz
24GB Ram
GeForce 560Ti 1GB
GeForce 620GT 2GB
Windows 7 x64
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04-07-2012, 09:50 PM #29
Definitely gonna buy this tutorial when I get some free time. No doubt it will be well worth it, given your past products. Thanks RH for continuing to innovate and explore LW and sharing your results!
VFX reel at www.rossmnewton.com



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