Very weird SLG rendering

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Very weird SLG rendering

Postby MCMXC » Mon Mar 19, 2012 6:25 pm

Hi, I created this scene with one sun light http://img535.imageshack.us/img535/9424/startm.jpg

Using Reality, I exported it in SLG… and… in the first 2-3 seconds of rendering, looks OK, then… becomes like this… http://img822.imageshack.us/img822/9933/resultx.jpg

More time passes, more the colors become weird:/

This is the cfg file used:

#
# SLG scene generated by the Reality Engine by Pret-A-3D.
#
opencl.cpu.use = 1
opencl.gpu.use = 1
accelerator.type = -1
opencl.latency.mode = 1
opencl.renderthread.count = 2
opencl.gpu.workgroup.size = 256
path.russianroulette.cap = 0.25
path.russianroulette.depth = 5
path.russianroulette.prob = 0.75
path.russianroulette.strategy = 1
path.shadowrays = 1
path.filters.type = MITCHELL
path.filter.B = 0.333333
path.filter.C = 0.333333
path.filter.alpha = 2.
path.lightstrategy = 0
path.maxdepth = 6
path.maxdiffusebounce = 5
path.pixelatomics.enable = 0
path.sampler.largesteprate = 0.4
path.sampler.maxconsecutivereject = 512.
path.sampler.spp = 4
path.sampler.type = INLINED_RANDOM
path.sampler.xsamples = 3
path.sampler.ysamples = 3
path.shadowrays = 1
batch.periodicsave = 30
batch.halttime = 0
scene.epsilon = 0.0001
opencl.kernelcache=NONE
scene.file = C:/Users/MCMXC/Desktop/SLG/Scena.scn
renderengine.type = 4
screen.refresh.interval = 50
batch.halt.spp = 0
opencl.nativethread.count = 4
opencl.renderthread.count = 4
opencl.task.count = 524288
#
# SLG Film Parameters
#
image.width = 1280
image.height = 720
image.filename = C:/Users/MCMXC/Desktop/SLG/Scena.png
film.filter.type = 0
film.gamma = 2.2
film.tonemap.type = 1
film.tonemap.reinhard02.burn = 9

Any idea on what is going wrong, please?:(
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Re: Very weird SLG rendering

Postby Dade » Tue Mar 20, 2012 3:30 am

MCMXC wrote:film.tonemap.type = 1
film.tonemap.reinhard02.burn = 9

Any idea on what is going wrong, please?:(


It is quite wired but have you tried to use linear tone mapping ? Just set "film.tonemap.type = 0". Sometime, even a single "wired" pixel can drive reinhard02 tone mapping crazy :idea:
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Re: Very weird SLG rendering

Postby MCMXC » Tue Mar 20, 2012 11:30 am

I'll try, but I have to change the lights...

(I never get good results with linear tonemappings when the light is a sun)
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Re: Very weird SLG rendering

Postby MCMXC » Wed Mar 21, 2012 6:02 pm

Ok, with meshlights and Linear Tonemapping it worked.

...but... may I ask you what do you mean with "wired pixel"?
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Re: Very weird SLG rendering

Postby SATtva » Wed Mar 21, 2012 10:36 pm

I'm pretty sure Dade meant to say "weird".
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Re: Very weird SLG rendering

Postby MCMXC » Thu Mar 22, 2012 4:21 pm

Ah... then, I have to ask how we can avoid "weird" pixels :D
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Re: Very weird SLG rendering

Postby Dade » Fri Mar 23, 2012 2:56 am

MCMXC wrote:Ah... then, I have to ask how we can avoid "weird" pixels :D


MCMXC, if you post the SLG scene, I can look into the problem and figure out what is going wrong with reinhard02 tone mapping. If the scene is too complex to be posted, you can try to remove few objects, I just need an example of the problem.
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Re: Very weird SLG rendering

Postby MCMXC » Sat Mar 24, 2012 6:32 am

Thank you so much:)

Here it is http://www.mediafire.com/?hw0eh1ii1d330qr
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Re: Very weird SLG rendering

Postby Dade » Tue Mar 27, 2012 4:25 am

The problem seems to be triggered by the usage of some "mattemetal" material with an empty "metal" component, for instance:

scene.materials.mattemetal.Cop_Pantie_283 = 0.863 0.863 0.863 0.000000 0.000000 0.000000 995 1

by replacing all mattemetal "0.000000 0.000000 0.000000" component with "0.100000 0.100000 0.100000" everything works fine:

ERROR.png


As workaround, you should probably check your material definitions and avoid to have an enabled reflective component with a 0.0 value in order to avoid the above problem. I'm not sure how this can be achieved inside DAZ/Reality.
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Re: Very weird SLG rendering

Postby MCMXC » Tue Mar 27, 2012 1:16 pm

Thank you, I will report this to Paolo:)
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