CONTEST :: LuxRender V0.5 Splash :: CLOSED

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Re: CONTEST :: LuxRender V0.5 Splash

Postby Aden » Thu Jun 12, 2008 6:46 am

jim wrote:
Aden wrote:I would try...if there were a recent Mac build out. ;)

What kind of system are you on?

Are you familiar with compiling? MacPorts? Etc. - or are you more the artistic type?

You can *try* one of the builds I've been working on...
http://homepage.mac.com/jimsander

They require various MacPorts installed libraries though. If you don't have them, it's not going to work for you right now.

If you can try them, please let me know how it goes. There's a definite shortage of Mac users right now.


Hi,

I'm on 10.4 running on an Intel processor. And yes, I'm more the artistic type - I spend far too much time playing instruments to get familiar with compiling things. :mrgreen:

I believe I've installed MacPorts for some other Lux testing purposes, so I'll try to get some time to test out one of your builds. Thanks!
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby GustavTheMushroom » Sun Jun 15, 2008 7:44 am

Hey guys!

Deadline has been extended due to delays with the 0.5 release. You now have till the 16th (06/2008)!
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby enricocerica » Sun Jun 15, 2008 8:40 pm

Hi all,

Here is my entry for the splash contest.
It seems that luxrender is becoming quite usable and I'm surprised by the result I achieved with this "not yet finished" version.
However, I couldn't use the bidir and I had a lot of white dots all over the image with pathtracing so I finally used directlight/metropolis settings which has probably an impact on the final result but anyway it is near my expectations.
There is some postprocessing work :
To remove noise, mainly on the sky (I used a back plane with diffuse imagemap)
To correct light and contrasts
To increase contrast on shadowed parts
To make the far water line a bit lighter
To correct the join between the foam (an individual mesh) and the water

Link to the 1000x600 version : http://www.myline.be/myline/3D/tests/barca_lux1.jpg

Image
Last edited by enricocerica on Sun Jun 15, 2008 9:05 pm, edited 1 time in total.
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby dougal2 » Sun Jun 15, 2008 8:56 pm

I've seen that image before ;)

However, It's just as stunning this time around :)
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby miga » Sun Jun 15, 2008 8:58 pm

Wow, really nice! I saw that in the blender artists forum already. Impressive! Can you perhaps render the 361.jpg image (the one with the slightly rotated camera). I want to see that rendered with lux!
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby gengibre » Mon Jun 16, 2008 4:43 am

My entry for the contest is in my next post...

Edit: Still is no match to enrico's pic...
Last edited by gengibre on Fri Jun 20, 2008 9:47 pm, edited 1 time in total.
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby Radiance » Mon Jun 16, 2008 8:05 am

enricocerica wrote:It seems that luxrender is becoming quite usable and I'm surprised by the result I achieved with this "not yet finished" version.
However, I couldn't use the bidir and I had a lot of white dots all over the image with pathtracing so I finally used directlight/metropolis settings which has probably an impact on the final result but anyway it is near my expectations.


Hi enrico, very nice render :)

regarding 'bidirectional', it's not the best integrator for an outdoor scene (in any engine),
'path' (eg standard path tracing) is always faster for exteriors.

one thing which is strange is the white dots you speak of, it's not something i've seen.

Maybe you are thinking in indigo parameters and use a maxdepth = 1000 (default for bidirectional in blendigo) ?
that will not work well in lux and path tracing as we've different rr termination code.
1000 is only usefull for SSS with bidirectional which we don't support yet.

you should be able to get good results with path tracing and depth = 8 or so and metropolis (best use the medium or final RECOMMENDED presets)

directlighting is quite handy, but don't use metropolis sampler with it.
MLT is only good for mutating complex indirect lightpaths, so it has no effect on the directlighting integrator other than make it REALLY SLOW. :)
if you want to use directlighting only, use the lowdiscrepancy sampler with lowdiscrepancy pixelsampler,
or use the preset (BIASED - directlighting/raytracing), it should be MANY times faster (maybe up to 7x orso :)

i suggest you try with the medium recommended or final recommended preset, that should be very good for this scene.

i can render animations with directlighting and lowdiscrepancy (with tile pixelsampler) at 4 minutes per frame noisefree. :)

i know it's not easy to adapt to a different engine and the lux stuff works a bit differently,
that's why i've created a lot of presets. :)

gengibre wrote:Hi everyone, this is my entry for the Splash contest, and my first try with LuxRender...


it's very nice :)
i'd tilt the camera a bit upwards since half of the picture is black cobblestones.
maybe try to get to see a bit of sky blue colour too :)

greetz,
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby gengibre » Tue Jun 17, 2008 7:28 pm

OK, this is my entry for the splash contest...
Attachments
ComingBack.jpg
Last edited by gengibre on Fri Jun 20, 2008 10:05 pm, edited 1 time in total.
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby Abel » Tue Jun 17, 2008 8:38 pm

Gengibre, that looks amazing! I very much like the atmosphere.

Two details strike me, which is that the moped is overly shiny and the roof tiles look a bit thin - but other than that, it's easily amongst the best LuxRender images I've seen so far.
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Re: CONTEST :: LuxRender V0.5 Splash :: EXTENDED

Postby GustavTheMushroom » Wed Jun 18, 2008 1:33 pm

Looks like we got another extension!

Its now Friday midnight (20/06/2008 24:00 paris time).

(Some last minute bug exterminating is holding us up. Its all for the best.)
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