Some questions about rendering (Mantra)

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when the people use their cel fone;example, for make videos. how they prevent the noise product of the darkness? they must think of how make a very good lightning scenerio. That mean, where is the best place for the lights sources. so for prevent the noise in you scene you must think like if you make videos with a cel fone.
adjust noise level is a very very good friend.
use portal light everytime.
Mantra is much better than vray. + features. more powerfull.
chi chi chiiii.
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Peter : I didn't find the tutorial, but I don't think that it was a tutorial about rendering. It was just something like “let's increase the samples to 50”, and that's it. On my renders I noticed that yes it is a good sample value (specially when the light go through fog…), but it takes a lot of time to render…

Thanks for the link !

EDIT : But one thing I don't understand either… Was Renderman using micropolygon ? (because of the raytracing in Monsters University)
Edited by - 2013年8月30日 03:58:20
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Stalkerx777
Hi!
Jeff, just want to ask one question:
Variance antialiasing im mantra - is adaptive shading samples right?
Can we have adaptive pixel sampling in mantra? Something like DMC in vray?
http://www.interstation3d.com/tutorials/vray_dmc_sampler/demistyfing_dmc.html [interstation3d.com]
Right now we forced to set very high pixel samples to eliminate high frequency noise flickering on trees, grass, etc….. Nothing helps, only high pixel samples…

Thx!

I totally agree. I already logged this as an RFE (ID: 56198). You should log it too and point to my RFE so it gets more weight.
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Renderman has in recent versions used a combination of micropolygon and raytracing. So for things directly seen by the camera micropolygon rendering was used. But if those things needed indirect lighting, reflections and so on then raytracing was also used, as part of shading.

In some circumstances using micropolygon rendering speeds things up, particularly if there is heavy motion blur.

Micropolygon, and PBR micropolygon in Houdini use a similar technique.
Peter Quint
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Okay it's both for Renderman (and in “Micropolygon” and “micropolygon PBR”, if I understood it correctly). But isn't it the same with PBR ? Sorry I feel a bit stupid with this subject.

EDIT : No of course this is not the micropolygon method in the PBR… so if there is raytracing, what is the other method in PBR ?
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It's still rendering… Render time about 64 hours from now… BUT OF COURSE : around frame 80 there is a big “bug” (?) in the foam shader, everything change… AND my light are “flashing” during all the video. Is it Mantra ? For the shaders it's always the classic mantra shader… I'm so upset, I feel so “
powerless” (I don't know if it's the right word).


EDIT : It has to be the lights, because there are the two lights flashing, and one big light who suddenly doesn't emit specular anymore, and this is why the foam change. Frustrating.
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I'm done :
https://vimeo.com/74099082 [vimeo.com]
Very frustrating but it's not too bad.

Thank a lot for your help !
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HI.
MAYBE you geometry, or i must say,maybe your bad geometry…
here a example pic and example scene.
1 min frame render. water, interior with refangle. area lights and of course, the best friend of interior scene a portal light.
for no flickering, turn off Gi light.
thanks.

Attachments:
interiorandwater.hipnc (3.2 MB)
interiortest.jpg (223.1 KB)

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“for no flickering, turn off Gi light.”

There is no GI
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hello helloui

perhaps interpenetrations i think.
you can convert you scene to vbd volume and reconvert it to poligons and baked the lighs, textures and so on.
or with comp. check the tutorials, the waterfall tuts have a very good tips.

hasta lueguito.
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