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Interior GI test.

Clarisse related tips and tricks

Re: Interior GI test.

Unread postby sam » Mon Jan 20, 2014 3:10 pm

Yes, I'll even add that new area lights we've introduced since 1.5 do part of portal lights job. Portal lights are something you can expect in the very near future.
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Re: Interior GI test.

Unread postby Arvid » Mon Jan 20, 2014 5:32 pm

Great!
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Re: Interior GI test.

Unread postby woodengun » Thu Nov 12, 2015 11:25 pm

Question Sam. When using the "map" for your 360 image, is it set to camera projection from the panoramic camera object space = "world"? (so its re-projecting itself). I'm trying to reproduce this effect but my "re-projection" for the exit color of the spherical image looks slightly off...

This looks like an interesting technique for speeding up heavy GI scenes. would you recommend attaching the spherical camera to the main shot camera so it maintains the point of view? Or do you recommend a 'middle of the room' kind of area?

Also, what does the "sample exit color texture" doing under the hood? Its some kind of magic. Denoise and gaussian blurring?


Just curious,

Thanks!

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Re: Interior GI test.

Unread postby woodengun » Fri Nov 13, 2015 1:15 am

I guess my last question is more for Yann than Sam ( unless you want to chime in Sam! ).

Also, I've been trying to set the panoramic image map to "parametric" but doesn't seem to work that well... In my mind the 360 image / camera re-projection should work but maybe I'm wrong..
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Re: Interior GI test.

Unread postby isoyann » Sun Nov 15, 2015 11:49 pm

Hi,

Here is a little project with the correct projection setup.. Keep in mind the solution will work best for the objects inside, the closer you are to the walls, or the walls themselves, won't be lit correctly with this method. For square shaped rooms, area lights textured with Clarisse renders usually works better (but the setup is more complicated, involving multiple images).

Cheers,

Yann

GI spherical setup:

ilg.png

cornell.project
(35.84 KiB) Downloaded 817 times


Textured Area Light:

area.png

cornell_area.project
(36.14 KiB) Downloaded 790 times
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Re: Interior GI test.

Unread postby isoyann » Mon Nov 16, 2015 12:17 am

I forgot to mention.. it is always better to enable the mipmapping for any map used in lights.. it reduce the noise.
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Re: Interior GI test.

Unread postby Djordje » Sat Oct 06, 2018 2:07 pm

isoyann wrote:
"One of theses feature is the ability to texture the ray color exit of the GI."

Is that some type of light map? Final gather map?


Not really.. using distance clipping, the GI light will only shoots rays in a max range of 1 meter for example (if you set the clipping to 1m). Above this distance, the rays hit nothing and return black. The ray color exit allows you to replace the black with any color, or texture it. Using a panoramic 360 small render (32x32 is enough) of your scene to texture it (in clarisse you can use any interactive render as a map) give you a very good approximation of the full GI render.
If you change the scene (move objects, add or change lights..) , the panoramic render will be re-rendered and used on the fly , here is an example which show this with a very saturated colored lighting, computed in 20 minutes (there is still noise in the 1 meter GI range because the sampling is too low, but the walls, illuminated mainly by the ray exit color, is clean.. ).

Image
bedroom_clarisse1200sec par isoyann, sur Flickr




Hi everyone,
just quick one...:)
I'm wondering do we have any options in path trace mode to clip ray on some specific distance?
I guess this method work just in legacy mode?

Also if I use attenuation on the lights, can I cut render time and help Clarisse with additional calculation...I'm asking because I have a really dark interior scene with the small source of lights...

Thank you so much
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Re: Interior GI test.

Unread postby dboude » Mon Oct 08, 2018 10:59 am

Hi,

With attenuation, you can clip light rays. So yes, you will cut render time using it. You can also increase the Low Light Threshold in the renderer attributes to stop light rays with an intensity under the threshold.

Cheers ;)
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Re: Interior GI test.

Unread postby Djordje » Tue Oct 09, 2018 12:37 am

dboude wrote:Hi,

With attenuation, you can clip light rays. So yes, you will cut render time using it. You can also increase the Low Light Threshold in the renderer attributes to stop light rays with an intensity under the threshold.

Cheers ;)


That's actually what I did :) and also I play with Sample Clamping...I get really good results.
btw If I am using attenuation on the light, it will produce more noise when I'm rendering volume?

Thank you so much for the quick reply Demian!
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Re: Interior GI test.

Unread postby dboude » Tue Oct 09, 2018 8:40 am

Hi,

No, it won't

You're welcome ;)

Cheers !
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