Passing through the null material counts as a bounce

Discussion related to the LuxRender Material system, programming API and Scene file format.

Moderators: jromang, tomb, zcott, coordinators

Passing through the null material counts as a bounce

Postby ameuret » Wed May 26, 2010 4:16 pm

Hi buddies,

I just banged my head on the wall before realizing that crossing null material transitions counted in the depth (bounces) limit. I f I am not being clear, here are two pictures showing it off:

lrsplash06-nok.jpg
Depth limit set to 10 bounces


lrsplash06-ok.jpg
Depth limit set to 16 bounces


Forgive me if this is stupid but should a transition between air and air through the null material consume a bounce ?

This is using 0.7RC2 on Win7-64 with the path integrator but it holds true for the others too.

(the business cards are modeled as plain cubes, using a mix material with null for the cutout. Not perfect but very convienient since they are seen from a distance in the actual scene)
ameuret
 
Posts: 34
Joined: Sat Jan 09, 2010 6:43 am
Location: Villemoisson sur Orge, France

Re: Passing through the null material counts as a bounce

Postby jeanphi » Wed May 26, 2010 4:21 pm

Hi,

Yes, this is a new behaviour since v0.7RC2, it is mandatory to fix some nasty bugs using null materials.

Jeanphi
jeanphi
Developer
 
Posts: 6569
Joined: Mon Jan 14, 2008 7:21 am

Re: Passing through the null material counts as a bounce

Postby ameuret » Wed May 26, 2010 5:19 pm

Arf, too bad ! :o

A stack of 34 cards requires around 40 bounces, this slows down my scene by a factor of 2.

Thanks for the quick answer.
ameuret
 
Posts: 34
Joined: Sat Jan 09, 2010 6:43 am
Location: Villemoisson sur Orge, France

Re: Passing through the null material counts as a bounce

Postby Dade » Thu May 27, 2010 2:27 am

ameuret wrote:Arf, too bad ! :o

A stack of 34 cards requires around 40 bounces, this slows down my scene by a factor of 2.

Thanks for the quick answer.


You should be able to tune russian roulette parameters and run about at the same speed than before :idea:
User avatar
Dade
Developer
 
Posts: 4794
Joined: Sat Apr 19, 2008 6:04 pm
Location: Italy

Re: Passing through the null material counts as a bounce

Postby Lord Crc » Thu May 27, 2010 11:43 am

If he's using LD and metropolis samplers for example, they will generate the samples needed for the full 40 bounces regardless of russian roulette parameters. This can indeed slow things down a lot in my experience, especially with bidir at higher depths.
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4446
Joined: Sat Nov 17, 2007 2:10 pm

Re: Passing through the null material counts as a bounce

Postby ameuret » Thu May 27, 2010 12:20 pm

I did manage to get most of the original speed by fiddling with the RR settings, without losing convergence speed as far as I could tell. Here's the complete scene, nearly resolved (3h / 1800 S/px, Core 2 Quad 2.5 GHz).

lrsplash06.png
Part of a business card design brief
ameuret
 
Posts: 34
Joined: Sat Jan 09, 2010 6:43 am
Location: Villemoisson sur Orge, France

Re: Passing through the null material counts as a bounce

Postby jeanphi » Thu May 27, 2010 1:29 pm

Lord Crc wrote:If he's using LD and metropolis samplers for example, they will generate the samples needed for the full 40 bounces regardless of russian roulette parameters. This can indeed slow things down a lot in my experience, especially with bidir at higher depths.

Metropolis generates samples lazily so the speed penalty should be barely noticeable.
Maybe I could introduce the number of passthrough bounces as a parameter so that it doesn't interfere with the path lengths that much.

Jeanphi
jeanphi
Developer
 
Posts: 6569
Joined: Mon Jan 14, 2008 7:21 am

Re: Passing through the null material counts as a bounce

Postby Lord Crc » Thu May 27, 2010 4:05 pm

Ah, indeed it does, my bad... I've just noticed drops in speed with increasing depth when using metropolis over random.

Don't code and study for exams kids, it'll kill ya ;)
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4446
Joined: Sat Nov 17, 2007 2:10 pm


Return to Materials, API & Scene file format

Who is online

Users browsing this forum: No registered users and 0 guests