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Subject: Test Render Hdri with GI versus Hdri


Ornlu ( ) posted Tue, 28 January 2003 at 4:30 PM · edited Sun, 03 November 2024 at 5:34 PM

file_43384.jpg

Ok Now, these are just a test render, nothing fancy, but here's the question I pose. Is it worth it to use GI with hdri images, This first image took 5 hours 20 minutes to render, has a detailed terrain, -that's not bump mapped btw- And a light dome with 135 lights. Terrain is too reflective I know, needs a lot of work but as I said, test render. long render time, but pretty convincing shadows for such an atmosphere.


Ornlu ( ) posted Tue, 28 January 2003 at 4:35 PM

file_43385.jpg

This render uses no lights and no sun, only the hdri image, it rendered in 2 minutes and 45 seconds... really really fast. No shadows though, and I had to fiddle with ambience/reflectivity of the terrain in order to compensate for the lack of direct light... Not quite as nice, but a 3 minute render time... My question, is the light dome worth the effect it produces vs the render time? Also take into account that the second pic I fixed up some mistakes. And for some reason the jpegs look like crap... had to get it below 200 k


snewkirk ( ) posted Tue, 28 January 2003 at 5:16 PM

Sorry, but the first with the long render looks the best to me(grin).


Ornlu ( ) posted Tue, 28 January 2003 at 5:22 PM

Yeah I know =/ I am trying to find some way to justify not using a light dome... but it's not working... lol... I am a sucker for long render times...


SAMS3D ( ) posted Tue, 28 January 2003 at 6:07 PM

AMAZING...I love this...Sharen


Ornlu ( ) posted Tue, 28 January 2003 at 6:19 PM

a better quality image can be found here; http://www.renderosity.com/viewed.ez?galleryid=323417&Start=1&Sectionid=2&WhatsNew=Yes


ttops ( ) posted Tue, 28 January 2003 at 6:39 PM

Great test render, I'm afraid it has to be the first one.


AgentSmith ( ) posted Tue, 28 January 2003 at 6:55 PM

These are JUST opinions; Your render are far too bright to look realistic. I would try to simulate the ground that is in that globe probe for the ground terrain that is directly underneath you spheres. Globe Probes, hdri's, whatever you want to call them, and they really do a LOT of the lighting for you, I know I sound like a broken record, but I've never seriously used anything over 30 lights, and now mostly use around 10-12. Yeah, just using the ambience of the scene will work, but as you said, you get no shadows. I suggest around a dozen lights. And, if you post smaller dimension pics, you can save them at a higher quality. (i.e.; 800x600, 85-90%) AgentSmith

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AgentSmith ( ) posted Tue, 28 January 2003 at 7:00 PM

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GROINGRINDER ( ) posted Tue, 28 January 2003 at 7:33 PM

What is an hdri render? One with shiney balls in it? Every render I see billed as an hdri render has these shiney balls in it.


Doublecrash ( ) posted Tue, 28 January 2003 at 8:03 PM

I have to agree with AgentS. I really don't see such a difference in using 12-20 light sources instead of 100-150 (or even 1200, as someone said lately!), if not in the geological render times the monstruos light-domes imply. Of course, it could be only a matter of personal tastes, but it reminds me of the difference between a good mp3 at 320kbit and a CD: you can notice it only if you have a very finely-tuned hi-fi. Just my 2c, Stefano


Aldaron ( ) posted Tue, 28 January 2003 at 8:32 PM

GROINGRINDER, do a search on the forum for the original post. Basically it's actually fake HDRI, lighting a scene with just a picture surrounding the scene. You do this usuing reflection (thus the shiny balls :) ) and let the reflections provide the "light" to light your scene.


Ornlu ( ) posted Tue, 28 January 2003 at 8:50 PM

Well, I can see a huge difference between 10-20 and 150.. But, I was the one who tried 1200 and it didn't look all that good... I am going to render this with a 10 light ring, see how that turns out. 20 minute render, but hey, if it looks decent it's a lot better than 5 hours.


AgentSmith ( ) posted Tue, 28 January 2003 at 8:53 PM

HDRI High Dynamic Range Image. That's just a common term, so that's what everyone calls it. Bryce can't use actual hdri's, which is just a picture with multiple levels, each level being the same pic, but with various exposures. This can give a rendered scene better color, light, etc. But, bryce CAN simulate one of the attributes of using hdri's in higher end programs, which is realistic reflections. Basically, incase your scene in a giant sphere (start at 500 bryce units), wrap a real photo on that sphere. Now anything reflective will reflect said real photo, and viola. Like I said, that's the very basics. I have, I think 10 pics in my gallery that uses some form of Global Image/HDRI technique. AS

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Ornlu ( ) posted Tue, 28 January 2003 at 8:54 PM

But agent, did you not see wip It was a test render, first time I rendered it... just wanted to see how it'd look, I'm matching colors up now etc, lowering brightness, I saw all those mistakes I made, yes, and I am fixing them. Thanks for the input.


AgentSmith ( ) posted Tue, 28 January 2003 at 8:55 PM

Oh, no I did, sorry, I was just blabbering on and on. ;o) (most of my posts can safely be ignored, lol) AS

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Doublecrash ( ) posted Tue, 28 January 2003 at 9:03 PM

Ornlu, at least you had the courage to try 1200 and show us the result! :-) The image I'm currently working on has fifteen scattered radials and it's taking days, so I really think 1200 is impossible due to my personal HDRI (Highly Dramatic Rendertime Implications) :) Stefano


AgentSmith ( ) posted Tue, 28 January 2003 at 9:10 PM

rofl....perfect...

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shadowdragonlord ( ) posted Tue, 28 January 2003 at 9:30 PM

(smirks) We all appreciate your level of involvement, Agent Smith, I assure you. Perhaps for the sake of accuracy we can return to calling "HDRI images" merely "images with external Reflection Maps", because that's what they are. And although light-cages are tedious on render times, they sure are beautiful and worth it! Even idiots like me can make photo-quality renders these days!


Ornlu ( ) posted Wed, 29 January 2003 at 12:03 AM

file_43386.jpg

Ok agent, how's this? I played a little with the ground, did a 20 light ring, render time = 35 minutes. Changed hues, balanced with hdri, somewhat. *shrugs* more "realistic" but less appealing.


AgentSmith ( ) posted Wed, 29 January 2003 at 12:24 AM

Oooooo... Yeah but, one thing.... Lol, j/k!, it does look really great. Everything looks awesome, but that terrain REALLY looks real!

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Kylara ( ) posted Wed, 29 January 2003 at 1:33 AM

Well 20 lights or 135 lights doesn't matter to me if something's "real" or not. To me the first render is way better than the last one. Like you said yourself Ornlu: The last one might loko more real.. but it's certainly less appealing.


Rayraz ( ) posted Wed, 29 January 2003 at 5:00 AM

I like the first image better, but the floor of the last one was more realistic. I'm working on a new image now. gotta go.

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Doublecrash ( ) posted Wed, 29 January 2003 at 5:15 AM

It's a matter of personal tastes, and mine are confused :) I like both images, but I'd say I prefer the last one, the terrain you made is quite awesome and the last one does it full justice. -- Stefano


catlin_mc ( ) posted Wed, 29 January 2003 at 5:39 AM

I like the first and the last. The terrain does look good and I don't think the last is really much less appealing. Both have their own special qualities. Catlin


Rayraz ( ) posted Wed, 29 January 2003 at 6:36 AM

Any chance of applying the blueish hue on the floor of the last image to the floor of the first? that way it'll look even better. BTW, My image is rendering now. It's also a lighting-test. I hope it turns out the way I want it too.

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Andini ( ) posted Wed, 29 January 2003 at 6:39 AM

I didn't know the earth was so well polished {8^)


Ornlu ( ) posted Wed, 29 January 2003 at 2:27 PM

file_43387.jpg

Thing is, the first image "looks" good because of the reflective floor and the bright atmosphere, however, it is not realistic. Which is what I was going for. In the HDRI the sky is overcast, yet in the render it looked like a bright sun shiny day. Anyway, here's a preview of my new floor. no bump all modeled. Texturing needs a lot of work though, looks too washed out.. And also I have to make it grey because of the damn Hdri Image. But, I like it. 8.5 million poly's Might be a tad bit exagerated, but I can always equalize it some. Image is AA-ing atm.


shadowdragonlord ( ) posted Wed, 29 January 2003 at 3:37 PM

Ornlu, I think the first image is much better, there are almost no shadows on the last one! But merely because, side by side, the first one really gives your eyes a kick....


AgentSmith ( ) posted Wed, 29 January 2003 at 4:58 PM

There can be a fine line/balance between realistic and appealing. Great terrain work there.

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"I want to be what I was when I wanted to be what I am now"


Ornlu ( ) posted Wed, 29 January 2003 at 8:37 PM

Dragon, maybe something you aren't understanding is what makes a shadow, A shadow is a difference between light and dark. For example, if you stand infront of a white wall, you will have a VERY obvious shadow, however, if you stood infront of a tuly black non reflective wall, you would not see it at all. Now, the same principal applies to those two pictures, the grey one actually has a darker shadow, but you don't notice it as much because of the dark color.


Ornlu ( ) posted Wed, 29 January 2003 at 8:40 PM

file_43388.jpg

Newest test render, I know the textures don't match the hdri, you don't have to tell me, and yes I know it's at too steep an angle, I know I know. It was mainly a test for my terrain, again no bump.


shadowdragonlord ( ) posted Thu, 30 January 2003 at 10:04 PM

Ornlu, I understand the physics of shadows perfectly, I only meant that you might as well have none. Take some spheres, put them on some bricks. Take a photo. Look at it some more. Just an idea.


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