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#branched #gpu #path #branchedpathtracing #superfly #tracing #tutorial #windows #superflyrender
Published: 2016-07-06 14:25:14 +0000 UTC; Views: 1905; Favourites: 16; Downloads: 134
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Description
Look at both sides and compare.Both have been rendered using Poser 11's default "GPU medium" settings.
The left side is slightly grainy, which is quite normal.
But... on the right side, I have activated the "Branched Path Tracing", which is normally not advisable on Windows platforms.
From what I've understood, it's due to the fact that there is a too small delay before which Windows resets the video card driver, thinking that it's not responding.
I don't remember who gave me the info, but you may find a more detailed explanation here .
I have made a few tests and it doesn't crash... Yay.
The settings I've used are those:
Note that Mac users don't have the problem.
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Comments: 17
madaigual [2016-07-24 22:13:22 +0000 UTC]
Just to be different Y-Phil..... I actually prefer the left image, it reminds me of the standard ISO noise that you got with fast film ( I'm sure you remember celluloid ), especially in such a dark scene.... IMO Sometimes the perfect quality of 3D rendering is actually what stops it from looking real.
("Note that Mac users don't have the problem" >>>> Note that Mac users don't have any problems )
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Phyl-CGI In reply to madaigual [2016-07-24 22:20:26 +0000 UTC]
I understand but the option I was speaking of may be useful in some situations in which the noise generated may reach unsupportable levels.
But I agree with you: when it's too perfect...
Oh and: Mac users have problems, too. In particular when the computing part is deeply glued behind your screen and you can't upgrade anything of the material.
I know this because I have an old Mac. In 80 years it will continue to boot up nicely, and then: nothing to do, except shut it down
Mac computers are perfect as long as they support the current programs. The problem is that each year, those programs require more power, more ram, more place, more too much
We have the same problem with Windows: every 5 years, it needs to be reinstalled or upgraded (if you can)
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madaigual In reply to Phyl-CGI [2016-07-24 22:49:58 +0000 UTC]
Indeed.... Then again there are some extemely expensive photoshop plugins specifically designed to put all that noise back in.... The end users always pay, don't we?
I've blocked my Win7 to prevent it from updating to Win10 and now it works better. In a perfect world I'd like to downgrade to Win95 (I believe there are still a lot of 95/98 users out there....And they're happy people!) My son's art college still runs WinXP for digital photography and my local bakery uses a Windows Vista PC ... I think Bill Gates is just playing with us
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Phyl-CGI In reply to madaigual [2016-07-24 23:00:38 +0000 UTC]
In fact, Win95 still have a great part of it being still that good old Win3 (8bits... you remember? )
Nowadays, XP is one of the less secure environments, simply because of its age: hackers know exactly how to "kill it"
Vista is one of the worst Windows ever published, with WinMe
Win7 is one of the best environment for the existing computers. My previous PC (before I jumped to Win10) was Vista-compatible and supported very well Win7.
Bill Gates doesn't play anymore, but yes: he was playing with us. But less efficiently than Apple's crew
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ClassicalSalamander [2016-07-08 14:05:12 +0000 UTC]
Very cool! These look like the same basic settings I use in Blender Cycles, when I use Branched Path.
Please note that the following is what I do with CPU renders, as my GPU is 10 years old and pretty crap!
Given the same time used, you can choose to either raise the samples, or turn on "sample all lights", as both will reduce grain at the cost of more time. One thing I've found with Branched Path, and you may (or may not!) want to try, is to replace the time used by "sample all lights direct" with more samples, for greater overall quality. Direct lights tend to produce less grain than indirect lights, and increasing the number of samples improves the entire image, not just direct lit surfaces. On the other hand, "sample all lights indirect" is the only way to get smooth shadows and bounced light without a huge number of samples. You may find that turning off "sample all lights direct" but leaving "sample all lights indirect" on, and increasing samples to keep time constant, produces better results. Or maybe not, I've not used a GPU for this. On the CPU this is my 'standard' setup for Branched Path Cycles renders.
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Phyl-CGI In reply to ClassicalSalamander [2016-07-08 14:14:10 +0000 UTC]
As Poser 11's Superfly engine is based on Cycles, even though everything has not (yet?) been ported, I'm going to test your tip, you can be sure!
Thank you so much
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Phyl-CGI In reply to ClassicalSalamander [2016-07-08 14:31:11 +0000 UTC]
For sure, I will let you know
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Laspe [2016-07-07 05:41:35 +0000 UTC]
Not sure if it would work for Poser, but in case of DZ Iray GPU crashes some suggested tweaking the registry... It never worked for me though...
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Phyl-CGI In reply to Laspe [2016-07-07 13:31:49 +0000 UTC]
I don't know for the Studio, but in the case of Poser, the culprit isn't the program itself but the way the driver is programmed, that's the reason why Mac users aren't affected by this problem.
So that if iRay uses Cuda, you may could have the same result.
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adrianoliverblood [2016-07-06 19:35:55 +0000 UTC]
With a couple minor changes this can be made into a stereoscopic image, it overlays nicely.
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Phyl-CGI In reply to Blades-123 [2016-07-06 14:47:25 +0000 UTC]
Thanks I just couldn't help but share this tip
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