Jump to content

atlantis23

Members
  • Posts

    24
  • Joined

  • Last visited

Posts posted by atlantis23

  1. Here is a not so obvious way to sort master materials in the project window:
     
    1. Start with the hierarchical project view. The first entries in the project window are usually the (unsorted) master materials followed by the Word object.
     
    2. Drag each master material and drop it just below the World object. Important: Drag the materials in the sort order you want. When you wish alphabetic sort order, drag the "A" materials first and the "Z" materials last.
     
    When you add a new master material, it's placed at the end of the materials list. To sort again:
    1. Drag the Word object just below the last master material.
    2. Proceed as explained above: Drag each material again just below the World object, following your sort order.
     
    Hope this helps (and I hope there is a simpler method). 
     
    --VK

    post-85-0-59335900-1377181878_thumb.jpg

  2. Hello
     
    Today I tried to add a .fac model exported from Silo. Something was wrong with the model. (I found out later that the problem was Orphan Vertices.)
     
    Just for the heck of it I clicked Reverse Normals in the Info window and got the following error (see picture)
     
    Of course I clicked the Debugger button and Animator crashed.
     
    The first few lines of the Crash Report are:
     
    Process:         Animator [8493]
    Path:            /Applications/EIAS 9.0/Animator.app/Contents/MacOS/Animator
    Identifier:      com.electricimage.animator
    Version:         9.0 (???)
    Code Type:       X86 (Native)
    Parent Process:  launchd [156]
     
    Date/Time:       2013-05-30 00:26:24.109 +0200
    OS Version:      Mac OS X 10.7.5 (11G63b)
    Report Version:  9
     
    Interval Since Last Report:          2947093 sec
    Crashes Since Last Report:           20
    Per-App Interval Since Last Report:  264736 sec
    Per-App Crashes Since Last Report:   1
    Anonymous UUID:                      
     
    Crashed Thread:  0  Dispatch queue: com.apple.main-thread
     
    Exception Type:  EXC_CRASH (SIGABRT)
    Exception Codes: 0x0000000000000000, 0x0000000000000000
     
    Application Specific Information:
    abort() called
    objc[8493]: garbage collection is OFF
     
    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
    0   libsystem_kernel.dylib         0x90c509c6 __pthread_kill + 10
    1   libsystem_c.dylib             0x945e6f78 pthread_kill + 106
    2   libsystem_c.dylib             0x945d7bdd abort + 167
    3   com.electricimage.animator     0x0000bb1b Atlas::Dbg_NotifyPAC::Error(char const*) + 43
    4   com.electricimage.animator     0x0000b456 Atlas::Dbg_Imp::AssertFailed(char const*, int, char const*) + 86
    5   com.electricimage.animator     0x00d0aa6a CPolygonList::ReversePolygonList() + 890
    6   com.electricimage.animator     0x00409630 DisplayDataReverse(DisplayData*) + 112
    7   com.electricimage.animator     0x007c1caf WShadeRec::DrawWindowGeometry(WViewRec*, DStack*, long, bool) + 655
    8   com.electricimage.animator     0x007c4831 WShadeRec::SystemDraw(WViewRec*, WCacheRec*, DStack*, long, long) + 1313
    9   com.electricimage.animator     0x007aa7aa EIWindowView::UpdateEvent(FWEvent&, FWDrawContext&) + 298
    10  com.electricimage.animator     0x0018b8cf FWEventDispatcher::WindowUpdateEvent(FWEvent&) + 47
    11  com.electricimage.animator     0x0075b19c EIEventDispatcher::Dispatch(FWEvent&) + 92
    12  com.electricimage.animator     0x0018c6b4 FWEventManager::Execute() + 68
    13  com.electricimage.animator     0x005a0c70 main + 432
    14  com.electricimage.animator     0x00046f75 start + 53
     
     
    Hope this helps.
     
    Thanks, VK
     
     

    post-85-0-89525600-1369869720_thumb.jpg

  3. It will render slower, but you will achieve a better transparency, reflection and refraction.

    Yes, this is what the manual says, too. Strange enough, render times go up when using the Irradiance setting for transparency (13 vs. 9 min). This is why I used Layers for all transparent materials. I forgot to update the green glass material, though. When I adjust this one, it renders even a little faster (9:8 vs. 9:43 min).

    BTW the cores are accounted for in my calculation. EIAS 8 isn't this slow, after all. ;)

  4. I have a "secondary stress test" project containing complicated reflections and refractions lit by GI.

    EIAS 8 renders the scene in 12 h 38 min 20 sec (single thread):

    http://atlantis23.co...neglass_7_1.jpg

    EIAS 9 renders the same scene in 9 min 43 sec (8 threads):

    http://atlantis23.co...eglass_7_14.jpg

    Based on the same number of threads the new renderer is about 10 times faster than the old one. The GI settings are pretty low. And to be fair, some refractions are more accurate in the EIAS 8 render.

  5. When I render a full size snapshot and a detail of the same scene (a "Selected Full Size" snapshot) the same object looks different. Why?

    The attached picture shows the detail render and a clipping of the full size render. The green object (its transparency) looks considerably different. It is lit by an adaptive sky light and an area light, no photon maps.

    post-85-0-58414100-1353592128_thumb.jpg

  6. of course the the job would be easier if apple hadn't hidden the User Library folder form view.

    In OS X 10.5 and later you can use the "chflags" terminal command to show and hide files and folders. Open the Terminal and issue the command:

    chflags nohidden ~/Library

    to show your Library folder in the Finder. Use

    chflags hidden ~/Library

    to hide the Library folder again.

  7. What FelixCat said. I use different settings, though.

    - To place the map properly, I uncheck (disable) the "Normalize" option in the group info, and use Position (0,0,0) in the texture info.

    - To scale the map properly, I use Scale (0.002, 0.002, 0.002) in the texture info.

  8. Hi Tom,

    Thanks for the comment.

    Im waiting to see your batman animated....

    Yes, I'm waiting, too. I have the story and all the frames are in my head. Now I just need to make some props, paint some textures, rig the characters, animate, and render... :D

  9. Hi Tom, Igors

    Thank you very much for the SimCloth update. It works very well, and fast. Here's a simple test

    batman windy

    I have two glitches:

    - The Clear... button switches to Simulate mode but doesn't delete the files. (I can delete the files in the Finder, though.)

    - The Set... button gives the message "Error renaming folder".

    I'm using the OSX PPC version.

  10. Hi Igors,

    Thanks for the explanation.

    My first test using your settings on 3 area lights produced a lot of redundant calculations. Image quality was excellent but render time was exorbitant.

    Here's the last test using 1 area light with slightly reduced settings

    www.atlantis23.com/bluebedroom7igors_3.png

    and the photon map

    www.atlantis23.com/bluebedroom7igors_2_pm.jpg

    Baking time is about 4 minutes. Render time on my computer is 1 h 24 min. Using 6 Intel cores, this means about 7 minutes render time.

    The settings are:

    - 1 area light, ray count 300

    - photon count 1000K

    - photon density 194

    - segment length 0.2

    - direct radius 0.1

    - bounced radius 0.15

    - GI ray count 600

    - GI color tolerance 1

    - sampling level 1x1

    - "4x4 Average" antialiasing

  11. Hi Igors,

    Thanks for the testing. Did you increase the ray count for your single area light? From 100 to 300, for example?

    A single light is probably faster because of reduced baking time. I'm rendering now using 3 lights and your settings (Direct radius 0.05, Bounced radius 0.1), baking time for one map is about 15 min (about 1.5 million data points). I will post my render time in a few minutes.

  12. Hi Igors,

    Thanks for the clarification.

    Hi Tomas,

    Thanks a lot for the modified project. Render time on my computer is now 48 min.

    www.atlantis23.com/bluebedroom7tom_1.png

    Most of the time saving is probably due to your sampling level 1x1 instead of 2x2. I used 2x2 for a fair comparison --the old render was 2x2-- but also to get better texture detail.

    You're using much larger lookup radii (and database segment length). Your lookup radii cover the entire scene. According to the manual, p. 258, larger radii increase render time. Why are your larger radii faster than my smaller radii?

    I used the same lookup radius for "Direct" and "Bounced". You use a higher lookup radius for "Bounced". Does this mean your bounced light is brighter? Does a higher Bounced radius affect render time?

    When I render your project on my computer, some of the ambient occlusion shadows are missing, for example curtains shadow on the floor, bed shadow on the floor, ledge shadow on the wall, lower part of the night-stand. There is bounced light between the night-stand and the bed which shouldn't be there, IMO. I will see if this is caused by your "Bounced" lookup radius.

    BTW, what is the render time of my project on your computer? A single Intel core seems to be more than twice as fast as a G5.

    Thanks again for the testing.

  13. Here's an old indoor test scene, rendered using the old area lights (LightPlane shader), and a new render using the v8 area lights, photon maps, and gamma correction.

    Render time for the old version was 22 h (at 1680x1050 on my iMac G5 @2.1 GHz). Render time for the new version was 2.5 h (same resolution, same computer).

    Full resolution images are here

    Old version www.atlantis23.com/bluebedroom6_4.png

    New version www.atlantis23.com/bluebedroom7_3.png

    post-125-13269393571386_thumb.jpg

    post-125-13269393572038_thumb.jpg

×
×
  • Create New...