Fun with SPPM

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Fun with SPPM

Postby binarycortex » Tue Mar 01, 2011 8:01 pm

I tried using the cauchy data for diamonds with sppm and got some fun splats out of it. Mind you these are anywhere from 30 seconds to 5 minutes of render time. But the colors were interesting so I thought I would share. It reminds me of neon under cars.

sppm_diamond_1.png

sppm_diamond_2.png

sppm_diamond_3.png

sppm_diamond_4.png
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Re: Fun with SPPM

Postby binarycortex » Wed Mar 02, 2011 2:31 am

Orange one for great justice.
sppm_diamond_5.jpg
sppm_diamond_5.jpg (122.74 KiB) Viewed 737 times
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Re: Fun with SPPM

Postby B.Y.O.B. » Wed Mar 02, 2011 10:03 am

I want to play with this render method, toooo...
Very nice results ;)
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Re: Fun with SPPM

Postby binarycortex » Wed Mar 02, 2011 1:32 pm

B.Y.O.B. wrote:I want to play with this render method, toooo...
Very nice results ;)

What operating system are you on? I have it compiled for Windows x64.
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Re: Fun with SPPM

Postby B.Y.O.B. » Thu Mar 03, 2011 3:43 am

binarycortex wrote:What operating system are you on?

Ubuntu 10.10 64bit.
What do I need for compiling it myself? Are there any special things I need?
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Re: Fun with SPPM

Postby Dade » Thu Mar 03, 2011 7:27 am

B.Y.O.B. wrote:
binarycortex wrote:What operating system are you on?

Ubuntu 10.10 64bit.
What do I need for compiling it myself? Are there any special things I need?


It is trivial if you are already able to compile Lux on your own. Just type "hg update sppm_cpu_only" to switch to the experimental branch/source and recompile.

You can go back to normal branch with a "hg update default".
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Re: Fun with SPPM

Postby Carbonflux » Thu Mar 03, 2011 8:09 am

binarycortex wrote:...the colors were interesting so I thought I would share. It reminds me of neon under cars.


I agree, the colors are "lurid" heh.

SPPM in luxrender itself is really important imo and once it bubbles to the surface of general awareness I think it will attract a lot of people who for whatever reason ( impatience or no access to higher end machines ) are put off by the time required to get "clear" image.

looks for the donate button for the binarycortex rendering machine fund and ends up having to hand binarycortex a fluffy cloud. :roll:
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Re: Fun with SPPM

Postby A-man » Thu Mar 03, 2011 9:48 am

Binarycortex, is your win64 build anywhere on the forums? I can't seem to find it. Would I be able to snag a copy if you don't mind?
Last edited by A-man on Mon Mar 07, 2011 9:11 pm, edited 1 time in total.
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Re: Fun with SPPM

Postby binarycortex » Mon Mar 07, 2011 8:20 pm

I have been working on how to tune SPPM. There will be a wiki writeup soon so I won't bore you with the details.
pool_scene_egg_PH_10mil_SR_1.0_A_0.25_18min.png
10 million photons per pass
startradius 1.0
alpha 0.25
18 minutes of render time
The color is off on this one due to the relative short render time. When SPPM is doing dispersion, you get some interesting colors early on. The png written before this one was the same color as the others.

pool_scene_egg_PH_1mil_SR_1.0_A_0.7_1hr_34min.png
1 million photons per pass
startradius 1.0
alpha 0.7
1 hour and 34 minutes of render time

pool_scene_egg_PH_10mil_SR_1.0_A_0.4_1hr.png
10 million photons per pass
startradius 1.0
alpha 0.4
1 hour of render time
Ladies and gentleman, I think we have a winner.
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