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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Sep 20 7:29 pm)



Subject: Indirect lighting - comparison


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stewer ( ) posted Wed, 05 August 2009 at 9:55 AM

Quote - shading rate 0 ????
pixel samples 12????
raytrace bounce 6? 

holly s..... those settings are insane.

The 12 pixel samples (actually, its 12x12=144) are wasted when using just a 1 pixel box filter. If you care about good antialiasing, use a large sinc filter instead - try it. Typically, 5 pixel samples should be sufficient for most scenes - only in cases with complex thin geometry (dynamic hair for example) more samples will make a difference.


ice-boy ( ) posted Wed, 05 August 2009 at 10:02 AM

i use 3 and it looks good enough IMO.

5 would be MAX for me.


Mazak ( ) posted Wed, 05 August 2009 at 10:14 AM

In my discussion with piz99 we talked about to get rid of the GI artifacts when high raytrace bounces in use. To get rid of this artifacts you must raise the setting. My tests maybe insane but was necessary to show differences in setup. :rolleyes:

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pjz99 ( ) posted Wed, 05 August 2009 at 10:28 AM · edited Wed, 05 August 2009 at 10:33 AM

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file_436109.jpg

Are you just not supposed to use spotlights with Poser's GI?  In Cinema I always use area lights/area shadows, and I'm beginning to suspect that the artifacts I'm coming are at least partly caused by all the rays being emitted from a single point (probably wastefully).  I fell back to my old method of a small array of spotlights and it seems to be quite a bit better.  Everyone else seems to be using Infinite lights (which is nuts imo, except for simulating sunlight) or point lights.  Actually this looks pretty good indeed, to me.  It's a hell of a lot better than I ever got with a single light.  Four lights here, a little triangle of three in the upper right foreground and one weak fill on the lower left.

Lowering Diffuse_Value did not help me with the corner-y artifacts I've been getting, although it does seem to help for large smooth surfaces, and I agree that it should probably be kept lower than 1 for all surfaces, I'll do that for everything GI-related in the future.

I still get some garbage around the border of the image but that's not quite so bad, I can just render a few pixels larger and crop the outside to get rid of it.  There is still a little trash around the thigh and boot.  I think if I add another light I could get rid of it.  Render time wasn't too bad either.  Antialasing needs a little work - fairly sure I left post filter at default, I'll change that.

Ignore that shit in the bottom right, that is coming from the "environment cube" I replaced the environment sphere with, to simplify things, but I didn't remember to drop it below the backdrop.

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pjz99 ( ) posted Wed, 05 August 2009 at 10:36 AM

Mental note to set up a "light rack" because this method of having four lights all point at the same target isn't really ideal (many rays converge on a single point rather than acting like a cheapie area light as desired)

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MikeJ ( ) posted Wed, 05 August 2009 at 10:52 AM

I'd say that looks considerably better.
I've been trying to fake area lighting in Poser for a good while now, and yeah, a whole shitload of spotlights seems to be the closest I've been able to get.
I'm still finding it hard to believe though that poser 8 doesn't have area lights. To me it seems GI is only halfway there if all you have to work with is straightforward raytraced point or distant lights.



Miss Nancy ( ) posted Wed, 05 August 2009 at 11:11 AM

in re: area light, using a glowing box or sheet as light source (no point-source lights in scene to cast sharp shadows) should give softer shadows but will also probably increase the splotch artifacts.  I think they may be ironed out once all the details of the new variables are explained.



pjz99 ( ) posted Wed, 05 August 2009 at 11:17 AM

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file_436111.jpg

This is acceptable.  Garbage around the border needs some attention but otherwise this is fine, sharp where it should be sharp and smooth where it should be smooth.  A box of four key lights in the upper right foreground, 5 degree blurred raytraced shadows, shadow min bias 0.1, 30% brightness; one fill spot with same settings in lower left, 30% brightness.

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pjz99 ( ) posted Wed, 05 August 2009 at 11:18 AM · edited Wed, 05 August 2009 at 11:21 AM

file_436112.jpg

Settings...

Render time was something like 15 minutes? on my intel qx6700 2.66GHz.  I didn't really time it.  It was much faster than the approach of scaling up 10,000% though, many times faster.

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MikeJ ( ) posted Wed, 05 August 2009 at 11:21 AM

I still think the shadows are wrong for GI. That's what you get with Poser's type of lights though, I guess.
Looks better though and the shadows are acceptable, considering your room isn't all blown out, and sharper shadows are more likely.

I have a feeling though we're soon going to see a lot of self-proclaimed "photorealistic" renders of people in bright rooms with impossibly unrealistic shadows. ;-)



LostinSpaceman ( ) posted Wed, 05 August 2009 at 11:29 AM

Isn't there a python script out there which we can run to change all the diffuse values on something to .8 instead of doing it by hand?


pjz99 ( ) posted Wed, 05 August 2009 at 11:31 AM

Keep in mind that the shadows on the floor you're seeing are mostly perpendicular to the camera view and the blur is getting squished.

The realism gallery here is almost 100% Poser renders, often with nostril glow or long hair hovering parallel to the ground or what have you.

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ice-boy ( ) posted Wed, 05 August 2009 at 11:39 AM

so since it says 8 bounces does this mean that the light bounces 8 or 6 times? 
can you show the same render with only 2 bounces? thanks


pjz99 ( ) posted Wed, 05 August 2009 at 11:57 AM

file_436117.jpg

Based on what Bagginsbill was saying earlier, I don't really know how many times the light bounced.  Working with GI in other apps, more bounces GENERALLY means a cleaner and more accurately-lit render, so I really would like to leave it high rather than low.  I'll try it with raytrace bounces turned down though.

This is another angle that shows the shadows more clearly - the four key spots are spread out more than they should be, since I've not put any real effort into setting up the "light rack" approach, so it's a little too obvious what's going on.  The GI light is not as "spready" as I would like it to be, but this isn't too bad.  There are a couple of GI blotches on the leg where the boot is against the character's skin, and these do not go away even at max quality settings, but it's a lot better than I was getting with only one key light.  I have not touched tone mapping or attempted any gamma correction setup in any of these pics yet.  That may help the GI light to appear more "spready", hopefully.

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pjz99 ( ) posted Wed, 05 August 2009 at 12:00 PM

The documentation on tone mapping settings is remarkably thin (less than a page) but I'll try the earlier full-body pic with default settings and post that shortly.

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bagginsbill ( ) posted Wed, 05 August 2009 at 12:12 PM

I'm guessing and have not done extensive tests to prove any of my guesses to even myself. Having said that...

I think that Exponential is nothing more than the final gamma correction step. I.e. the "Exposure" is an exponent. Each of R, G, and B of the final output are raised to the power 1/exposure. In other words, at 2.2, this is identical to GC at 2.2. But ! It does not do the pre-compensating anti-gamma on the incoming material the way Poser Pro does. Using only the final gamma correction, without matching incoming anti-gamma, you will lose saturation. I figure this mode is pretty much useless.

I think that HSV Exponential is similar, but instead of raising all three components to the same power, it only does it to the component that is brightest. For example, if R is the red component of a pixel coming out of the shader, and that R value is brighter than G or B, then R' = R ^ (1/exposure). Then G and B (the weaker components) are modified by multiplying them with the ratio of R'/R. In other words, after the exponent is applied to get R' from R, the other components are altered by the same ratio. This tends to preserve hue and saturation very similar to full blown GC without dealing with the incoming anti-gamma step.

It is not quite as accurate as GC. But my experiments with this indicate that it is very close. So close, that moving a light by a few degrees would produce a bigger difference than HSVETM versus GC.

Given my supposed understanding of how HSVETM works, I'd argue that the default value of 1.6 is wrong. I have been using 2.2 and getting results that look almost the same as Poser Pro with GC=2.2.


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pjz99 ( ) posted Wed, 05 August 2009 at 12:17 PM · edited Wed, 05 August 2009 at 12:24 PM

I tried it with the default exposure of 1.6 and it was ever-so-slightly different from rendering without it.  There was better handling of areas of the image that were only lit by indirect (bounced) light, but it was hard to tell.  I am re-running with exposure at 2.2.
oops, ps: mode is Exponential
edit/oops again: since Bagginsbill suggests that Exponential is pretty much useless, aborted and restarted as HSV Exponential

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pjz99 ( ) posted Wed, 05 August 2009 at 12:48 PM

Content Advisory! This message contains nudity

file_436119.jpg

This looks pretty good, although the tone mapping has the unfortunate downside of lighting up some of the GI artifacts that were previously obscured by heavier shadow.  I guess for general puropose "high quality" scenes lit like this I will just plan on using an array of 6 or 8 key lights instead of just 4.

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pjz99 ( ) posted Wed, 05 August 2009 at 12:50 PM · edited Wed, 05 August 2009 at 12:50 PM

file_436120.jpg

settings for above render time was in the neighborhood of 15 minutes, that's acceptable to me gonna take a nap now

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bagginsbill ( ) posted Wed, 05 August 2009 at 1:03 PM

Smooth Polygons is often the culprit on the GI artifacts. Needs a little work there - it's the classiic REYES self-shadowing problem. There's no Min Bias parameter for GI - we need one.


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FrankT ( ) posted Wed, 05 August 2009 at 2:13 PM

One thing mentioned in another thread is to scale up by 10,000% which kind of struck a chord in what's left of my brain.

I know renderers like VRay prefer that the scene is modelled in roughly real world scale because it makes the lighting more realistic.  I'm just wondering if Posers stupidly small scale is throwing things off.
(of course - I could be talking complete cr*p here, in which case feel free to tell me to STFU noob :biggrin: )

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Miss Nancy ( ) posted Wed, 05 August 2009 at 3:06 PM

if anybody is seeking a "GI bounces" variable (which they had in the previous version(s)), just wanted to mention that if the new renderer is like other professional renderers with GI/IDL/ISL, then there should only be ray-trace bounces IMVHO.



pjz99 ( ) posted Wed, 05 August 2009 at 7:07 PM

Why would you say that? Other renderers that can do GI treat reflection depth and GI bounces separately.

The "scale up 10,000%" method results in truly enormous render times.

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DarksealStudios ( ) posted Wed, 05 August 2009 at 7:45 PM

"Other renderers" cost more...


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Miss Nancy ( ) posted Wed, 05 August 2009 at 7:54 PM

no, pj, I'm just saying that, in this first iteration of their new GI GUI, they aren't gonna let users adjust some variables, perhaps because they'd go nuts trying to figure out what the best combination/permutation is.  personally I believe that in a ray-traced render, I would want to simplify it to the point where there are the same number of bounces specified by one variable for reflection, indirect diffuse, indirect specular and whatever other optical processes involve bounces.  I wouldn't wanna ask poser users to try to set 2 different bounce variables like in the earlier version(s).



bagginsbill ( ) posted Wed, 05 August 2009 at 8:07 PM

Not even in "Advanced Render Settings"?


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MikeJ ( ) posted Wed, 05 August 2009 at 8:17 PM

file_436143.jpg

Yeah I gotta agree with pjz there. This is a screenshot of Lightwave's render settings for overall render, where the raytracing options are, and GI, where all the radiosity settings are. It's really not confusing at all, once you know what everything does, and the amount of control you have is huge.

I also agree with BB. Actually I'm kinda surprised to find out Poser 8 has a GI option, yet apparently no "Advanced Render" settings.



pjz99 ( ) posted Wed, 05 August 2009 at 8:27 PM

Maybe they should have locked render dimensions too, because it may confuse some users to be forced to select a size for their output.  Probably being presented with a choice of filename is a challenge for some as well, it would have been better if that was hard-coded to "File1" "File2" File3".

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bagginsbill ( ) posted Wed, 05 August 2009 at 8:58 PM

PJ - Is your build number 10157?


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pjz99 ( ) posted Wed, 05 August 2009 at 9:16 PM

Yes.  I think I see where this is going.

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DarksealStudios ( ) posted Wed, 05 August 2009 at 9:26 PM

Content Advisory! This message contains nudity

file_436152.png

I have way more artifacts than you pjz99. I used the same render settings. Probably the dif. is my lighting? I have one, out of the box IBL liight

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MikeJ ( ) posted Wed, 05 August 2009 at 9:30 PM

LOL!

Sorry for laughing and all, but that's just hilarious there, phionix. :blink:



pjz99 ( ) posted Wed, 05 August 2009 at 9:32 PM

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I'd advise everyone to stop fucking around with whatever you downloaded today and take a break.  Start fresh tomorrow and re-download whatever the correct version is.  All this work of the past day has been a complete waste of time.

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MikeJ ( ) posted Wed, 05 August 2009 at 9:45 PM

Are you saying they put the wrong version up for download?
I think I made a good decision to wait until the weekend or maybe even later.



DarksealStudios ( ) posted Wed, 05 August 2009 at 9:50 PM · edited Wed, 05 August 2009 at 9:56 PM

Are you serious pj?? We have an incorrect build??

what is it that we are not knowing BB??


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pjz99 ( ) posted Wed, 05 August 2009 at 9:53 PM

Ignore me, listen to Bagginsbill.  He is paid to be nice, I am not.

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DarksealStudios ( ) posted Wed, 05 August 2009 at 10:04 PM

I dont care about nice, i just want the skinny


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MikeJ ( ) posted Wed, 05 August 2009 at 10:09 PM

According to other replies made very recently, it looks like y'all are gonna need a hotfix that I think was supposed to be supplied with the download. Something like that.
I'd post a link to where i read that but I already lost it and things are moving too fast here to keep up with it all. ;-)



bagginsbill ( ) posted Wed, 05 August 2009 at 10:09 PM · edited Wed, 05 August 2009 at 10:11 PM

It was not a mistake. You got the correct release build.

There is one after the release. I thought it was public knowledge and I thought it would be included in your download list in addition to the full install, the content, and the legacy content, I thought you all were downloading it.

I can't explain why it was not published on the same day. All I can say is it has a few small changes that were corrections to the official package.

It is a HotFix - an additional download. It will be available by end of week, but probably sooner. I have it already and thought you did too.


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ice-boy ( ) posted Thu, 06 August 2009 at 1:31 AM

Quote - if anybody is seeking a "GI bounces" variable (which they had in the previous version(s)), just wanted to mention that if the new renderer is like other professional renderers with GI/IDL/ISL, then there should only be ray-trace bounces IMVHO.

easy there. ok? 

you you need to have seperate control for raytraced bounces and lighting bounces. lets say i have a car in my scene. and i want 5 bounces of light. does this mean that i should render out a car with 5 raytraced bounces? are you even aware how much this is? noone uses 5 bounces for reflection.


R_Hatch ( ) posted Thu, 06 August 2009 at 5:10 AM

Quote - hard to know where the tiles go when they're procedural

Does your video card properly support OpenGL? If so, you can get a very reliable preview of many procedural shaders. Under Render Settings:Preview, see if there's a bit of tiny green text that says "hardware shading supported", if so, tick the two boxes under it, hit "save settings", and then look at the viewport :)


pjz99 ( ) posted Thu, 06 August 2009 at 5:28 AM

It's pretty accurate, yeah, although depending on how fine the tiles are you may need to zoom in pretty close.

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Tirjasdyn ( ) posted Thu, 06 August 2009 at 9:39 AM

Nope, we don't have it.

:)

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Miss Nancy ( ) posted Thu, 06 August 2009 at 10:45 AM

o.k., mike, thanks for the scrnshot. if anybody wants those items in poser, it may be possible to request those in kupa's PP2010 thread, hopefully this week, before the thread drops off the page.

I understand the part about setting bounces, but it may currently be simplified so the user only has to set ray-trace bounces, presumably because GI bounces are fixed at 3 (or some other figure designed to allow quick renders) by the software, just prior to render.  they may be able to add more  variables to the render GUI if enough people show interest and they have the budget.  but I hope most users can become accustomed to the current set-up first.  99.9% of these users have not tried to do GI renders in poser prior to the introduction of this new render GUI.



pjz99 ( ) posted Thu, 06 August 2009 at 10:48 AM · edited Thu, 06 August 2009 at 10:48 AM

No, I actually got it direct from Stewer (Stefan Werner) that the Raytrace Bounces slider is controlling GI bounces as well as reflection depth (meaning, it goes up to 12, plus or minus one depending on what Bagginsbill was saying earlier about the exception made for GI bounces).  He said this was a design decision - hopefully they change the design and separate these functions, because it really makes no sense to keep them on the same setting.

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LazyLeopard ( ) posted Thu, 06 August 2009 at 11:09 AM · edited Thu, 06 August 2009 at 11:09 AM

Quote - PJ - Is your build number 10157?

10154 here, on my Mac version...


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