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Test with the new PBR engine in upcoming 3.0 RC1

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Test with the new PBR engine in upcoming 3.0 RC1

Unread postby sam » Wed May 25, 2016 11:14 pm

Hi guys,

Just wanted to share a small test I did today while playing 5 mins with the new PBR rendering engine. There's a single reflection material (used to do metal, mirror/clearcoat layer for example) + and occlusion node to simulate the oxidation/dirt of the metal. The occlusion both drives the reflectivity gain and alter the roughness of the metal. The reflection is using a GGX model.

buddha3_occlusion.png


Notice the nice caustics around the statue. You'll be surprised how easy it is to get photoreal results in 3.0. To avoid getting your hopes too high, the new pathtracer is still a unidirectional one. While you get caustics (unlike the legacy renderer), refractive caustics are still very noisy and require a large number of samples to get clean results.

Cheers,
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby Atom » Thu May 26, 2016 1:24 am

Looks good, will the PLE be updated with the new 3.0 release as well?
Last edited by Atom on Thu May 26, 2016 4:22 pm, edited 1 time in total.
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby Germanobanano » Thu May 26, 2016 2:14 pm

Beautiful!

I've been literally checking the forums daily waiting for any news on the new PBR engine, so it's great to finally see some renders.
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby sam » Thu May 26, 2016 10:46 pm

@atom
Our policy is to always update the PLE with an actual release... so yes when the final build 3.0 is released the 3.0 PLE will be available too.

@german
Today is the day! ;)
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby sam » Fri May 27, 2016 1:53 pm

More info available here: http://blog.isotropix.net/?p=224
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby xilofoton » Fri May 27, 2016 4:13 pm

Hi!

Great! :mrgreen:

I started to play with the new system, here is a result:

PBR_scratchedGlass_01_comped.jpg


The scratches texture comes from a baked scatterer. I used very thin but very long spheres on a polygrid. Two dielectric (one rough) stream into a composite material. I always use some fringe/glow and noise comp during the work so this is not a raw render but just basic comp.

Even this is PBR system, it has a lot of input from user, so we aren't constrained to the implemented physics(which is good however).
So thanks to the developers, great work!

Now I start to watch Yann's video to clarify some parameters.
Sam if you would like, I will post more images here.

Cheers
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby sam » Fri May 27, 2016 4:49 pm

@xilo: be my guest :)
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby paq » Sun May 29, 2016 2:48 am

reflection_Chromium.jpg


Here's a first test with the reflective material (mostly default setting, with the chromium fresnel preset).

I don't really get the settings yet of the new path tracer 8-) . For instance I had to push the aa pretty high here to remove the grain, because rising the material sampling count from the path tracer didn't help that much.

I also had to lower the clamping around 5 to get rid of the "fireflies" pixels.

But all in all it's really awesome. Hope you guys will manage to optimize the new system, otherwise I have to buy a new computer :mrgreen:
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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby paq » Sun May 29, 2016 10:10 pm

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Re: Test with the new PBR engine in upcoming 3.0 RC1

Unread postby Sup_a10 » Mon May 30, 2016 1:28 pm

I don't understand why the blog wrote that new PBR engine is slower ( than old System ), but also wrote "This means that you should need less samples to get rid of the noise" ??? If the new PBR need less sample, It should be faster than old render system, why it wrote " slower " ???
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