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| | #41 (permalink) |
| Moderator ![]() Join Date: Apr 2005
Posts: 612
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The shadow banding is probally occuring because you are reaching unrealistic levels. Carrara is geared towards lighting realism. In reality a distant light at the distance you likely have it at would not create as soft shadows as you are attempting. And it creates a very unrealistic shadow as a result. Try using a different light source and more realistic settings to achieve the result you are aiming for. Personally I rarely use distant lights except if I need a fill light for a whole scene.
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| | #42 (permalink) |
| SILO abuser ![]() Join Date: Jan 2006 Location: Louisville, KY USA
Posts: 556
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One point light source (bulb). Banding itself differs. It is visible more on a flat surfaces which are closing smaller angles with light rays (top of the image) with range fall-off turned on and larger renders. Sphere should have it minimized, cuz it's a curved surface, notice banding on the floor and shadow below the sphere. Rendered example has just a tad increased contrast. Histogram also shows curve which is most unusual. That suggests discrete levels in my opinion ![]() Discrete levels are usualy sign of not having enough samples. Why I'm doing all of this ? I'm exploring posibility to suggest to Carrara developers to improve Carrara's raytracing abilities even more then where are they now. That is why I need confirmation from other users to see that I'm not making some obvious mistake somewhere. If I am, than my bad ![]() Here is the link to article about Distributed Ray Tracing which explains how to eliminate this or minimize it (Bryce5 is using this tehnique and it can actually send up to 256 rays per one pixel, it would be nice to have this level of control): DRT Example file is below (Shadows.zip is Carrara file):
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| | #43 (permalink) |
| Moderator ![]() Join Date: Apr 2005
Posts: 612
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My comment was from a response I receive from the developers on just this sort of issue. Personally I agree that there are banding issues. I'll submit this in a bug report and see if I get a response.
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| | #44 (permalink) |
| Worst Case Scenario ![]() Join Date: Jan 2005 Location: The Netherlands
Posts: 123
| Joining the challenge
Hi to all, I'm joining the challenge and left blurry reflections on in my render. It's stamping for 12 hours now and it did not even complete 2 tiles. ![]() Now I'm willing to complete this render just to see how long it would take Carrara. I don't know if my patience will survive but I'll try. ![]() I'll update the picture daily. Here are some of my settings. Material Reflection on objects 5% Fresnel Term: 100% Blurry reflections: on, and 10% blur Maximum ray depth: 1 Maximum Attenuation: 70% Render AntiAliasing: Good Object Accuracy: 1 pixel Shadow Accuracy: 1 pixel Filter Sharpness: 75% Maximum Ray Depth: 4 Sky Light: 50% Indirect Light: 100% (Full Indirect lighting, no Ambient Occlusion Only) Interpolation: off Photon Count: 1000 Photon Map accuracy: 75% Lighting Quality: Good Accuracy: 2 pixels Update, Picture after 56 hours. But I'm pulling the plug now! I let my system cool down for a moment and play some WOW.I will do a render without blurry reflections and never use them again. |
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| | #45 (permalink) |
| Lick it up ![]() |
nice 2 squares....
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| | #49 (permalink) |
| Lick it up ![]() |
yeah : i know what it is : a CPU burning contest !!!
__________________ Toute faute de frappe ou erreur de syntaxe sont dues a un clavier rebelle à toute forme d'autorité. LightWave 9 | Hexagon 2 My gallery |
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| | #52 (permalink) |
| Moderator ![]() Join Date: Apr 2005
Posts: 612
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Keep in mind that in this scene, EVERYTHING has blurry reflections. Thats what is killing it.
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| | #54 (permalink) |
| Worst Case Scenario ![]() Join Date: Jan 2005 Location: The Netherlands
Posts: 123
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Yes it is Carrara Behzad. I used the same settings as the render I killed after 56 hours except no blurry reflections. Not sure what you mean Nichod, but I blame Carrara for the problem and not the fact I want to use blurry reflections in the whole scene. |
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| | #55 (permalink) |
| Pixar want to hire me! ![]() Join Date: Apr 2004 Location: Florida, USA
Posts: 549
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We all know Carrara has very, very, slow blurry reflections. What Brian is saying is that with all the objects in the scene it really slows down, as opposed to say, if just the spheres had it.
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| | #56 (permalink) | ||
| Moderator ![]() Join Date: Apr 2005
Posts: 612
| Quote:
Quote:
Lets all cross our fingers for C6. Right now though its fairly easy to fake blurry reflections as well. Just place a little noise in the reflection channel.
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| | #59 (permalink) | |
| Moderator ![]() Join Date: Apr 2005
Posts: 612
| Quote:
Also, being on the beta I can assure you, that you will be MORE than happy.
__________________ Email Me. Visit my blog! Get hundreds of shader presets! Get Art of Shaders! And a preview for Art of Skin is now available. AMD Turion(TM) 64 ML-40 (2.2GHz/1MB L2 Cache) 1280 MB DDR 333mHz RAM 128MB ATI RADEON(R) XPRESS 200M w/Hypermemory(TM) 60 GB 4200 RPM Hard Drive DVD+/-RW/R & CD-RW Combo w/Double Layer Support 15.4" WXGA BrightView Widescreen (1280x800) I use. | |
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