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Thread: Normal and albedo second hit

  1. #16
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    I blended the bounced refracted and reflected normal and albedo (not textured)
    but this cost more than 7 seconds to get the result..

    Click image for larger version. 

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    the Write Bounced Buffer node is added and connected to Material with a batch script,
    It works only with Material, not with Material Tools,

    Click image for larger version. 

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    it comes with 19 new bounced buffers, (4 x refracted + 2 x reflected) x (normal + albedo + mask),
    no way to reduce that, because a LW Buffer cannot be edited while rendering,

    Click image for larger version. 

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    blended in the Image Filter node editor with the Get Bounced Buffer node,

    Click image for larger version. 

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    Denis.

  2. #17
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    I updated DP Filter 2018,
    added the WriteBouncedBuffer and GetBouncedBuffer nodes,
    you can download the Global Bounced Buffer python script just below on the DPFilter page.
    Description and usage on the readme file of the script.

    Not fully tested.


    Denis.

  3. #18
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    A note:
    once you add the write bounced buffer nodes with the script,
    setup the image filter node editor with the Get Bounced Buffer node and OIDN,
    you can limit or choose specific bounce manually in the Render/Buffer,
    by unchecking "Render" for some of them,
    but always keeping the matching Mask, like this:
    Bounced_T2_Normal + Bounced_T2_Albedo + Bounced_T2_Mask,

    In my example above, the ball has a front and back side so the background ball
    appears in transparency only at T2.

    By default, there is a double number of refracted bounces (4 against 2),
    because reflection of refraction is just another refraction.


    About the Get Bounced Buffer,
    you don't need to check Normal or Raw Color LWBuffers, neither Bounced Buffers in image node editor,
    this is done internally.

    Denis.
    Last edited by dpont; 12-18-2019 at 11:01 AM.

  4. #19
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    I changed the process in Write Bounced Buffer node,
    it is now inserted and connected to Material Root input.
    No more limitation in the surface Material setup,
    including Material Tools.

    Click image for larger version. 

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    Available in the last DP Filter 2018,
    so the Global Bounced Buffer python script has been updated too, version 1.1


    Denis.

  5. #20
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    Quote Originally Posted by dpont View Post
    ...so the Global Bounced Buffer python script has been updated too, version 1.1...
    Many thanks for your work on this but the link on your site to the Global_Bounced_Buffer.zip file seems to go nowhere ("La page que vous demandez est introuvable").
    LW4, 7.5D, 2015, 2018, 2019, 2020 running portably on a USB drive on an Amiga 2500 running Wine.

  6. #21
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    Quote Originally Posted by raymondtrace View Post
    ...but the link on your site to the Global_Bounced_Buffer.zip file seems to go nowhere.
    I fixed the link, thanks for report.

    Denis.

  7. #22
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    Quote Originally Posted by dpont View Post
    I fixed the link, thanks for report.

    Denis.
    Hi Denis,

    I tried downloaden the Python script but I see it is still version 1.0 made on Dec 16th 2019. I had issues with cache in Chrome before so I tried to download the zip file in MS Edge but got the same thing. Could you quickly check?

    Also I reckon I need to add the Write Bounced Buffer node on every material in the scene right?

  8. #23
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    Quote Originally Posted by peebeearr View Post
    Hi Denis,

    I tried downloaden the Python script but I see it is still version 1.0 made on Dec 16th 2019. I had issues with cache in Chrome before so I tried to download the zip file in MS Edge but got the same thing. Could you quickly check?..?
    Yes, I missed totally this one, I just re-uploaded the 1.1 version of the script (12/20/19)


    ...Also I reckon I need to add the Write Bounced Buffer node on every material in the scene right?
    Running the script, adds the WriteBouncedBuffer node everywhere, but since the post process is a mix of first hit common normal and raw buffer,
    you can remove it from not refractive and not reflective materials, either not use the script and add the node manually on selective materials.

    You can also uncheck useless bounces in the Buffer list.

    Denis.

  9. #24
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    Quote Originally Posted by dpont View Post
    ...you can remove it from not refractive and not reflective materials...
    That's said, don't expect a faster process at the material evaluation level,
    slowness is much caused by the final GetBouncedBuffer node compositing of layer buffers,
    removing useless bounced buffers in the Buffer tab, is more efficient for that.

    Denis.

  10. #25
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    Hi Denis,

    Ive been experimenting a bit with it and here are a couple of things I noticed;

    - the special buffers are not in Linear colour space (at least in the image viewer)
    - unchecking buffers does not work. After unchecking unnecessary buffers and exitring that menu, they're all checked again when going back.
    - I'm not entirely certain how to combine the channels.... At present I use the standard mixer node for this (inputting FG and BG attributes with the main Normal channel and the Get Buffers Normal channel) and that seems to work.
    Click image for larger version. 

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    - I see some specular coming through in the RAW COLOUR buffer that I think should not be there? Also there is some kind of gradient shading but that could be because of the fresnel of the glass.
    Click image for larger version. 

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    Here is the RAW buffer without the extra buffers, ie straight from LW.
    Click image for larger version. 

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    But all in all I do think it is working. Here an examples of a setup with large glass walls surrounding an inner courtyard. You can clearly see the major difference in cleanup of everything that is obscured by the glass!
    Click image for larger version. 

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    Click image for larger version. 

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  11. #26
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    Quote Originally Posted by peebeearr View Post
    Hi... I'm not entirely certain how to combine the channels....
    You don't need to mix buffers yourself, the GetBouncedBuffer does it internally,
    you plug directly its normal output and albedo output in the OIDN node.

    Denis.

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