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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)



Subject: Raytrace Preview: accurate way to use BB's Light Meter?


Believable3D ( ) posted Sun, 20 July 2014 at 11:11 PM · edited Sat, 23 November 2024 at 12:08 AM

I think the thread title is pretty self-explanatory. Is the raytrace preview window available in PP2014 accurate for using BB's Light Meter, or do I need a full blown render?

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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

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JimTS ( ) posted Sun, 20 July 2014 at 11:15 PM

But bagginsbill will tell in his time you are out there BB ...right?

A word is not the same with one writer as with another. One tears it from his guts. The other pulls it out of his overcoat pocket
Charles Péguy

 Heat and animosity, contest and conflict, may sharpen the wits, although they rarely do;they never strengthen the understanding, clear the perspicacity, guide the judgment, or improve the heart
Walter Savage Landor

So is that TTFN or TANSTAAFL?


Believable3D ( ) posted Sun, 20 July 2014 at 11:22 PM

Looks like I answered my own question. Turned off my lights and only left a fairly far off wall with ambient on, and the light meter still shows almost all red. Meaning it's not really adjusting as I would expect in raytrace preview.

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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


bagginsbill ( ) posted Mon, 21 July 2014 at 7:11 AM

The light meter does react to changes in lighting, but you're mistakenly expecting preview renders to look the same even though the rendering engine is different.

If you were to switch on "Progressive Mode" in render settings, with Pixel Samples = 3, you'd find your main render and preview render are almost identical.

Progressive mode is using a completely different set of rules for lighting.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Mon, 21 July 2014 at 7:14 AM

file_505900.jpg

Progressive mode is particularly distinguished by using a fast approximation for IDL.

Here is a scene lit ONLY by my Env Sphere, i.e. entirely by IDL.

The main render (left) is set to progressive mode and matches the preview render. (right)


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Mon, 21 July 2014 at 7:15 AM

file_505901.jpg

Whereas the normal rendering mode gives a very different result.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Mon, 21 July 2014 at 7:33 AM

I think it's still usable though. I put in two light meters, and I adjusted one of them for a readout in raytrace preview to produce about the same result as the standard one in render. 

For me, the preview was producing less reaction, so I increased the shader sensitivity in the center of the light meter. I changed the Diffuse_Value from .8 to .88 and this made the meter show in preview what the unmodified meter showed in main render.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Believable3D ( ) posted Mon, 21 July 2014 at 6:24 PM

Thanks, BB. Odd, though ... my light meter in Raytrace Preview is fully red, and the scene is in fact pretty dark.

Do you find the progressive render options use a fair amount more resources?

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


bagginsbill ( ) posted Mon, 21 July 2014 at 9:14 PM

I don't use progressive render at all, so I don't know what resources it uses.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bantha ( ) posted Tue, 22 July 2014 at 12:59 AM

If Progressive Render uses a different lightning model, maybe the light meter does not need to be changed. If you want to do the final render with Progressive, your should use the unmodified light meter, IMHO. If you use Progressive as a preview for the normal render style, you would probably need a changed light meter.

I found Progressive too blurry for my taste, also the results were different from what I've expected. I use it as a preview, but even then I do seperate preview renders before doing a final.

 


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Believable3D ( ) posted Tue, 22 July 2014 at 1:10 AM

After investigating it more, it's pretty clear that progressive mode leaves you hardly any control over a bunch of settings ... not likely I'll be using it.

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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


stewer ( ) posted Tue, 22 July 2014 at 5:02 AM

Quote - Do you find the progressive render options use a fair amount more resources?

It will use less memory, but in most cases more time/CPU. It's doing everything by brute force ray tracing, so there is no irradiance or occlusion cache, no dicing into micropolygon grids, no shadow maps, etc. Hence there are no options for those features, as they're not needed. IDL is calculated with naive path tracing, so the quality of IDL depends directly on the number of primary rays (= pixel samples * pixel samples).


Believable3D ( ) posted Tue, 22 July 2014 at 10:14 AM

Thanks for the explanation, Stewer.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


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