Re: Mental Ray render settings was "Re: shadow flicker"
| Date : Tue, 6 Jun 2006 07:22:09 -0700 |
| To : XSI(at)Softimage.COM |
| From : "Steven Caron" <carons(at)gmail.com> |
| Subject : Re: Mental Ray render settings was "Re: shadow flicker" |
thanks Tim.
On 6/6/06, André Adam <a_adam(at)49games.de> wrote:
Hmm, no idea if I just missed the point, sorry in case I did... :)
Tim Leydecker wrote:
>> Ok, this takes us absolutely nowhere, either you don't want to
>> understand that both of us talk about the very same thing or my
>> english simply is too bad to make people understand what I'm talking
>> about. Anyhow, I'm off this thread now, there's everything said and
>> repeated at least once.
>
>
> Butting into this thread for being an expert at misreading the
> intended tonality of a post and also being gifted with a most
> natural talent to stir things up in a somewhat disturbing way:
>
>>> "...Mitchell filtering, which in most setups needs higher radii to
>>> create nice-looking imagary, many more samples are taken into
>>> consideration for a single pixel's colour value...."
>>>
>>> indeed you did...
>>
>
> I´d say Steve just wanted to admit he had missed that bit in your
> previous post and even had the balls to do it in public. One could
> find a trace of sarcasm in it if it where written in german but I think
> it isn´t meant to be taken that way - as it´s not written in german...
>
> "Ja, und?"
>
> "Oder was?"
>
> Cheers
>
> tim
>
>
> ----- Original Message ----- From: "André Adam" < a_adam(at)49games.de>
> To: <XSI(at)Softimage.COM>
> Sent: Tuesday, June 06, 2006 10:18 AM
> Subject: Re: Mental Ray render settings was "Re: shadow flicker"
>
>
>> Ok, this takes us absolutely nowhere, either you don't want to
>> understand that both of us talk about the very same thing or my
>> english simply is too bad to make people understand what I'm talking
>> about. Anyhow, I'm off this thread now, there's everything said and
>> repeated at least once.
>>
>>
>> Steven Caron wrote:
>>
>>> "...Mitchell filtering, which in most setups needs higher radii to
>>> create nice-looking imagary, many more samples are taken into
>>> consideration for a single pixel's colour value...."
>>>
>>> indeed you did...
>>>
>>>
>>>
>>> On 6/5/06, *André Adam* <a_adam(at)49games.de
>>> <mailto:a_adam(at)49games.de>> wrote:
>>>
>>> "filtering doesn't decide how many samples are taken..."
>>>
>>> Hey Steven, that's exactly what I've said, reread my mails.
>>> However, the
>>> filter size *does* decide on how many samples will be combined
>>> for a
>>> single pixel *after* all rays are shot by creating an ellipse
>>> around the
>>> center of that pixel and collecting all the samples within the
>>> given x/y
>>> radii.
>>> Your observations regarding the eye-rays are interesting,
>>> though. We
>>> seem to have a few extra rays in there, but I see the basic idea of
>>> samples = pixels with a sampling value of 0 still being valid,
>>> don't you
>>> think? At least I can live with a variance of less than ten
>>> percent... ;)
>>>
>>>
>>>
>>> Steven Caron wrote:
>>>
>>> > /deep breath!
>>> >
>>> > /filtering doesn't decide how many samples are taken...
>>> >
>>> >
>>>
>>> file:///C:/Softimage/XSI_5.0/Doc/mental_ray/manual/node76.html#INDEX188
>>> >
>>> > "...The *filter* statement specifies how multiple samples are
>>> to be
>>> > combined into a single pixel value..."
>>> >
>>> > and if you just take look at jitter thats only two definitions
>>> down
>>> > from filter...
>>> >
>>> > "...Without *jittering*, samples are taken at the corners of
>>> pixels or
>>> > subpixels..."
>>> >
>>> > and if you turn jitter on. with AA min 0 and max 0... mental ray
>>> > kindly turns jitter off :) why? Because it will introduce
>>> artifacts
>>> > with that low of a sampling rate...
>>> >
>>> > //INFO : RC 0.2 warn 082008: jittering disabled because max
>>> > samples < 1
>>> >
>>> > So according to you a 100 x 100 render would produce 10000
>>> samples? (
>>> > eye rays ) Lets test this!
>>> >
>>> > I setup a format of... 100 x 100. AA min of 0 and max of 0.
>>> Jitter
>>> > OFF. Threshold rgba to 1.0 and filter type box 1 1, but threshold
>>> > doesn't matter because of min and max samples being the same and
>>> > filter doesn't matter because it only averages samples already
>>> taken.
>>> >
>>> > turn progress on...
>>> > //INFO : RC 0.2 info : rendering statistics
>>> > //INFO : RC 0.2 info : type
>>> number per
>>> > eye ray
>>> > //INFO : RC 0.2 info : eye rays
>>> > 10816 1.00
>>> >
>>> > hmmm interesting!
>>> >
>>> > I am going to throw another variable in here... task size or tile
>>> > size. this option will really increase or decrease your
>>> samples...
>>> > smaller task size is going to give you more samples.. larger is
>>> going
>>> > to give you less. Here is a quick formula for predicting
>>> samples. I
>>> > say predicting, because there is no way to know everything
>>> they are
>>> > doing internally, short of being a mental images developer.
>>> >
>>> > task size + 1 * task size + 1 = samples per tile...
>>> >
>>> > To test this make a 32 x 32 resolution AA min 0 max 0 and turn
>>> your
>>> > "tile size" to 32x32. You can leave automatic in cause most
>>> likely
>>> > mental ray will choose this, but just in case force it. you
>>> know so
>>> > you feel like your in control. You will get...
>>> >
>>> > 32 + 1 * 32 + 1 = 1089
>>> >
>>> > have fun.. do some more tests...
>>> >
>>> > André Adam wrote:
>>> >
>>> >> To add to this, the position sampled is only important for the
>>> >> filtering algorithm that collects samples using a specific
>>> radius
>>> >> around the center of the pixel. With an aa setting of 0 and a
>>> box
>>> >> filter with a size of 1, indeed four samples will be
>>> considered to
>>> >> retrieve the final colour value for this pixel. However, hardly
>>> >> anyone uses a box 1/1 filter. When switching to the more popular
>>> >> Mitchell filtering, which in most setups needs higher radii to
>>> create
>>> >> nice-looking imagary, many more samples are taken into
>>> consideration
>>> >> for a single pixel's colour value. However, the sample
>>> density shot
>>> >> by the renderer *does not* increase in this scenario, with aa
>>> 0 it
>>> >> stays one sample shot per pixel.
>>> >>
>>> >>
>>> >> André Adam wrote:
>>> >>
>>> >>> Nope, with aa 0 you get exactly as many samples as you have
>>> pixels
>>> >>> for the whole image. It definately is one sample per pixel. Not
>>> >>> centered, but that doesn't make much of a difference, the
>>> spacing
>>> >>> between the samples stays one pixel regardless of the position
>>> >>> sampled. It's just about offsetting the sampling raster.
>>> Which btw
>>> >>> gets randomised anyways when enabling the sample jitter option.
>>> >>>
>>> >>> Cheers!
>>> >>>
>>> >>> -André
>>> >>>
>>> >>>
>>> >>> Steven Caron wrote:
>>> >>>
>>> >>>> "...and one sample per pixel (aa setting 0)..."
>>> >>>>
>>> >>>> just like bernard and kim said about threshold being
>>> misunderstood
>>> >>>> this too is misunderstood.
>>> >>>>
>>> >>>> mental ray samples at the corners of a pixel. meaning 4 per
>>> pixel
>>> >>>> not 1. but not always 4 new samples because mental ray can
>>> share
>>> >>>> samples with bordering pixels.
>>> >>>>
>>> >>>> *bracing myself now*
>>> >>>>
>>> >>>> steven
>>> >>>>
>>> >>>> On 6/2/06, *André Adam* < a_adam(at)49games.de
>>> <mailto:a_adam(at)49games.de>
>>> >>>> <mailto: a_adam(at)49games.de <mailto:a_adam(at)49games.de>>> wrote:
>>> >>>>
>>> >>>> A really nice example covering this problem is a
>>> hemisphere mapped
>>> >>>> with
>>> >>>> a clear night sky showing lots of small stars. If the
>>> min aa
>>> >>>> setting is
>>> >>>> too broad (and one sample per pixel (aa setting 0)
>>> might very
>>> >>>> well be
>>> >>>> too broad), the rays will likely completely miss out
>>> certain
>>> >>>> stars on
>>> >>>> certain frames which leads to the stars wildly
>>> flickering in
>>> >>>> animation...
>>> >>>>
>>> >>>>
>>> >>>> kim aldis wrote:
>>> >>>>
>>> >>>> >I'm not trying to put you down here Bernard but there are
>>> >>>> situations where
>>> >>>> >settings like this aren't good and you should have some
>>> idea of
>>> >>>> what sort of
>>> >>>> >image you're rendering before making decisions about aa
>>> settings.
>>> >>>> In some
>>> >>>> >shots, messing with threshold won't make any difference
>>> at all,
>>> >>>> raising max
>>> >>>> >settings will make little difference unless you bring up
>>> the min
>>> >>>> settings.
>>> >>>> >You're right, threshold is largely misunderstood. Let's
>>> try and
>>> >>>> shed some
>>> >>>> >light:-
>>> >>>> >
>>> >>>> >here's something you can try. Get a cube, unit 1. scale
>>> it so
>>> >>>> it's really
>>> >>>> >long and really thin - 0.02, 0.02, 35.
>>> >>>> >now duplicate it 20 or 30 times and space each cube
>>> one unit
>>> >>>> apart in x. Now
>>> >>>> >shift them all back away from the camera so you get a
>>> good
>>> >>>> convergance. Lots
>>> >>>> >of thin, parallel lines in the distance, all converging
>>> to the
>>> >>>> vanishing
>>> >>>> >point is what you're looking for.
>>> >>>> >
>>> >>>> >Now mess with the aa settings and pay close attention
>>> to the
>>> >>>> quality where
>>> >>>> >the cubes are nearly converging. Try 0,3 and mess with
>>> the
>>> >>>> threshold. Not a
>>> >>>> >lot of difference, is there, even if you set the
>>> threshold really
>>> >>>> as low as
>>> >>>> >you can get it. In fact, changing the threshold varies
>>> not a lot
>>> >>>> at all.
>>> >>>> >
>>> >>>> >now compare 0,2 with 0,3. Not much better. And I'll bet
>>> if you
>>> >>>> try 1,2 it'll
>>> >>>> >be way better than 0,3. Again, regardless of the
>>> threshold.
>>> >>>> >
>>> >>>> >The point here is that there's a real danger of getting
>>> it wrong
>>> >>>> if you
>>> >>>> >start generalising aa settings and don't take into
>>> account the
>>> >>>> kind of image
>>> >>>> >you're rendering, as Helen is finding out, since
>>> sampling grain
>>> >>>> is fine
>>> >>>> >detail. I just tried something here. Pushing aliaising
>>> to 1,2
>>> >>>> with default
>>> >>>> >threshold gave me better improvement than doubling the
>>> >>>> sampling size.
>>> >>>> >lowering the threshold improved things a bit but nothing
>>> worked
>>> >>>> better - nor
>>> >>>> >was faster - than raising the min setting, bringing it
>>> closer to
>>> >>>> the max.
>>> >>>> >
>>> >>>> >If you really want to see how well - or otherwise - aa is
>>> >>>> working, turn on
>>> >>>> >'view sampling' in the region diagnostic tab. It's most
>>> >>>> revealing.
>>> >>>> >
>>> >>>> >-----Original Message-----
>>> >>>> >From: owner-xsi(at)Softimage.COM
>>> <mailto:owner-xsi(at)Softimage.COM> <mailto:owner-xsi(at)Softimage.COM
>>> <mailto: owner-xsi(at)Softimage.COM>>
>>> >>>> [mailto: owner-xsi(at)Softimage.COM
>>> <mailto: owner-xsi(at)Softimage.COM> <mailto:owner-xsi(at)Softimage.COM
>>> <mailto: owner-xsi(at)Softimage.COM>>]
>>> >>>> On Behalf Of
>>> >>>> >Bernard Lebel
>>> >>>> >Sent: 01 June 2006 16:23
>>> >>>> >To: XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>
>>> <mailto: XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>>
>>> >>>> >Subject: Re: shadow flicker
>>> >>>> >
>>> >>>> >I would definitely use a min of 0 and a max of 3.
>>> >>>> >
>>> >>>> >Also, what is generally ignored or misunderstood is the
>>> treshold.
>>> >>>> The
>>> >>>> >treshold color is a control for how sampling is done.
>>> Lower
>>> >>>> values means
>>> >>>> >that sampling occurs with lower contrasts, in other
>>> words, the
>>> >>>> level of
>>> >>>> >sampling have more chances of getting closer to the max
>>> value.
>>> >>>> Higher
>>> >>>> >treshold means a higher contrasts is tolerated before
>>> requiring
>>> >>>> another
>>> >>>> >level of sampling, so less samples may be takne.
>>> >>>> >
>>> >>>> >I never work with treshold higher than 0.05, and had to
>>> go as
>>> >>>> low as
>>> >>>> >0.005 on few occasions. Note that at that point, if the
>>> image is
>>> >>>> detailed,
>>> >>>> >you should consider ignoring adaptive sampling
>>> altogether and use
>>> >>>> same min
>>> >>>> >and max values. If the image has significant amounts of
>>> constant
>>> >>>> colors
>>> >>>> >(like shadow passes, black backgrounds in the likes),
>>> then
>>> >>>> adapative
>>> >>>> >sampling is still a viable solution.
>>> >>>> >
>>> >>>> >
>>> >>>> >Lastly, my rule of thumb for the filtering is Gaussian
>>> 3/3 for TV
>>> >>>> output and
>>> >>>> >Mitchell 4/4 for film output. Gaussian gives a blurrier
>>> sample
>>> >>>> >interpolation, which may "conceal" minor imperfections.
>>> >>>> >
>>> >>>> >
>>> >>>> >
>>> >>>> >Cheers
>>> >>>> >Bernard
>>> >>>> >
>>> >>>> >
>>> >>>> >
>>> >>>> >
>>> >>>> >On 6/1/06, Helen Bucknall < helen(at)helenbucknall.com
>>> <mailto:helen(at)helenbucknall.com>
>>> >>>> <mailto: helen(at)helenbucknall.com
>>> <mailto:helen(at)helenbucknall.com>>> wrote:
>>> >>>> >
>>> >>>> >
>>> >>>> >>Mostly I just use min -1 and max 2. and box filtering
>>> 1 or
>>> >>>> sometimes I
>>> >>>> >>use triangle 2 for a softer effect.
>>> >>>> >>
>>> >>>> >>I output a string of 852 x 480 bmps to my clients and
>>> then
>>> >>>> they mpeg
>>> >>>> >>it somehow and wack it up on big plasma screens. They
>>> never
>>> >>>> complain.
>>> >>>> >>When they want stills for print I just render a frame
>>> out huge
>>> >>>> >>(3000+)but leave the antialiasing the same.
>>> >>>> >>If it's for telly I do HD res. If it's to be comped
>>> with live
>>> >>>> action I
>>> >>>> >>ask what anti aliasing they want.
>>> >>>> >>
>>> >>>> >>
>>> >>>> >>
>>> >>>> >>Bernard Lebel wrote:
>>> >>>> >>
>>> >>>> >>
>>> >>>> >>
>>> >>>> >>>Samples 20 is a bit low. I generally put 64 as soon as
>>> I set
>>> >>>> up the
>>> >>>> >>>shadow map.
>>> >>>> >>>
>>> >>>> >>>What do you mean with "standard antialiasing"?
>>> >>>> >>>
>>> >>>> >>>
>>> >>>> >>>Bernard
>>> >>>> >>>
>>> >>>> >>>
>>> >>>> >>>
>>> >>>> >>>
>>> >>>> >>>On 5/31/06, Helen Bucknall < helen(at)helenbucknall.com
>>> <mailto:helen(at)helenbucknall.com>
>>> >>>> <mailto: helen(at)helenbucknall.com
>>> <mailto:helen(at)helenbucknall.com>>> wrote:
>>> >>>> >>>
>>> >>>> >>>
>>> >>>> >>>
>>> >>>> >>>>OK. I dragged the spotlight in closer to the scene
>>> elements
>>> >>>> and it
>>> >>>> >>>>seems to have stopped all the flickering! It wasn't
>>> that far
>>> >>>> away,
>>> >>>> >>>>but now it is almost close enough to make my character
>>> >>>> sweaty. I
>>> >>>> >>>>also scaled down my ground plane a tad.
>>> >>>> >>>>
>>> >>>> >>>>Just using 1024 res and sample 20. And bog standard
>>> >>>> antialiasing.
>>> >>>> >>>>
>>> >>>> >>>>So very BIG THANKS to all who replied!
>>> >>>> >>>>
>>> >>>> >>>>Joe Laffey wrote:
>>> >>>> >>>>
>>> >>>> >>>>
>>> >>>> >>>>
>>> >>>> >>>>>On Wed, 31 May 2006, Helen Bucknall wrote:
>>> >>>> >>>>>
>>> >>>> >>>>>
>>> >>>> >>>>>
>>> >>>> >>>>>>Is there a way to get shadow map shadows to stop
>>> >>>> flickering even
>>> >>>> >>>>>>when nothing is moving?
>>> >>>> >>>>>>
>>> >>>> >>>>>>This is what I have tried to no avail.
>>> >>>> >>>>>>
>>> >>>> >>>>>>On the spot light (cone angle less than 90):
>>> >>>> >>>>>>Resolution up ( and down).
>>> >>>> >>>>>>Softness up and down.
>>> >>>> >>>>>>Samples up.
>>> >>>> >>>>>>
>>> >>>> >>>>>>None of these make any diference to the flickering.
>>> >>>> >>>>>>
>>> >>>> >>>>>>On the render panel:
>>> >>>> >>>>>>I've played around with the antialiasing and jitter.
>>> >>>> >>>>>>On the shadows page I've clicked off rebuild.
>>> >>>> >>>>>>
>>> >>>> >>>>>>
>>> >>>> >>>>>
>>> >>>> >>>>>If you view your scene from the light is there an
>>> >>>> extremely large
>>> >>>> >>>>>depth to the objects? In other words, are the closest
>>> >>>> object to
>>> >>>> >>>>>the light and the farthest object from the light
>>> extremely
>>> >>>> far
>>> >>>> >>>>>apart? This can lead to ZDepth (used for shadowmaps)
>>> >>>> presision
>>> >>>> >>>>>issues in some renderers.
>>> >>>> >>>>>
>>> >>>> >>>>>This is often the case if you have a huge ground
>>> plane.
>>> >>>> >>>>>
>>> >>>> >>>>>You may be able to exclude some objects, to help, or
>>> make
>>> >>>> smaller
>>> >>>> >>>>>versions that catch shadows.
>>> >>>> >>>>>
>>> >>>> >>>>>--
>>> >>>> >>>>>Joe Laffey | Visual Effects for
>>> Film and
>>> >>>> Video
>>> >>>> >>>>>LAFFEY Computer Imaging |
>>> >>>> -------------------------------------
>>> >>>> >>>>>St. Louis, MO | Show Reel
>>> >>>> http://LAFFEY.tv/?e01274
>>> >>>> >>>>>USA
>>> >>>> >>>>>
>>
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- References:
- Re: shadow flicker
- From: "Steven Caron" <carons(at)gmail.com>
- Re: shadow flicker
- From: André Adam <a_adam(at)49games.de>
- Re: shadow flicker
- From: André Adam <a_adam(at)49games.de>
- Mental Ray render settings was "Re: shadow flicker"
- From: Steven Caron <scaron(at)omation.com>
- Re: Mental Ray render settings was "Re: shadow flicker"
- From: André Adam <a_adam(at)49games.de>
- Re: Mental Ray render settings was "Re: shadow flicker"
- From: "Steven Caron" <carons(at)gmail.com>
- Re: Mental Ray render settings was "Re: shadow flicker"
- From: André Adam <a_adam(at)49games.de>
- Re: Mental Ray render settings was "Re: shadow flicker"
- From: "Tim Leydecker" <BauerOink(at)gmx.de>
- Re: Mental Ray render settings was "Re: shadow flicker"
- From: André Adam <a_adam(at)49games.de>
- Re: shadow flicker
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