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 Post subject: Obelix BIASED
PostPosted: Wed Jan 20, 2010 10:10 pm 
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Okay, the first of the BIASED renders.

I did this scene in the 'Figurine' thread using unbiased, some folks wanted to see a biased version, I'm happy to say the biased engine is ready for real testing now.

1 minute and 30 seconds. NO post work.


Attachments:
1m 30s bsd rv321.jpg
1m 30s bsd rv321.jpg [ 137.59 KiB | Viewed 1253 times ]

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 Post subject: Re: Obelix BIASED
PostPosted: Wed Jan 20, 2010 10:14 pm 
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Yup looks biased, I know I'm biased and now I feel biased. :lol: :mrgreen: 8-)

Meh, cool render anyway Solo. ;o))



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psor

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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 12:22 am 
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Give the man a break, Psor! :mrgreen:

Not bad for a minute and a half, not bad at all!


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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 12:38 am 
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stinkie wrote:
Give the man a break, Psor! :mrgreen:

Not bad for a minute and a half, not bad at all!


Darn, ... I knew I forgot something! :lol:


@Solo

May I ask what GI method is being used, if at all ... (Photonmapping, Irradiance Caching, etc.)
and how long it took to build it. ;o))




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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 12:39 am 
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Irridiance caching

To build the model I assume, that took about three hours, can't remember it was a while back.

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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 12:41 am 
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Thanks Solo. Can you give any more info in how many passes and the time to build the cache.

edit: You are to fast to answer and I'm to slow to edit my posts. *LOL*

I meant the time to build the Irradiance cache. ;o))




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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 12:45 am 
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I will load up the model tomorrow and see if I can give you that info, these are things I do not look at normally, so I will make a point to find out, I have a feeling I need to know all these tech answers just in case you have a brother. :mrgreen:

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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 12:54 am 
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Yeah, the point is that sometimes people like to post the render time without the
time that the Irradiance Cache needed to be build. So I'm just wondering if the
time is included in the time you've posted or not. As I come from V-Ray and there
you can save the cache, add to it and reload it when needed I'm curious. ;o))

As you can imagine it's a difference to build the cache for bigger scenes there it
might easily take over an hour just to build it. But you can use it for animation
and it will save a lot of time - if you don't move a light ... hehe.

Therefor I'm also curious about if it's possible to spread the building of the cache
over the network to render nodes so it gets build faster. And as I mentioned above,
I'd like to know if I can add samples to it too to refine it. Well, I take a guess, this
should be talked about in another thread. :mrgreen:



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psor

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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 1:02 am 
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Ah, I understand now.
The 1m30s is from when I hit render until completed, it includes the IC and RT (my level of techy words for Irridiance cache and Ray trace)

I will however let one of the tech guys answer the rest of the question. :mrgreen:

I'm one of those testers that the developers can say "If he can use Thea, then anyone can" as I do not get involved in how things work, rather that they do and simple enough to figure out.

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 Post subject: Re: Obelix BIASED
PostPosted: Thu Jan 21, 2010 1:20 am 
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<-- he is the half breed, to techy to be artsy :lol:

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