[Radiance-general] What's causing these artifacts???
Marcus Jacobs
marcdevon at hotmail.com
Fri Dec 23 19:25:01 CET 2005
Dear Group
Thanks for all of the suggestions regarding my rendering problems. I know
its taken me a while to reply back about this issue to the group. I have
spent some time investigating these issues that I am having. This way, I at
least try to solve my problems myself before bringing to this group.
First, the dark splotches:
http://i35.photobucket.com/albums/d178/marcdevon/AFrame2_Camera6_final.jpg
http://i35.photobucket.com/albums/d178/marcdevon/AFrame2_Camera03_final.jpg
I think I have some idea as to what is causing this issue. Generally when I
render, I perform a small overture calculation at a 100 x 100 pixel
resolution. The ambient settings are generally at -aa 0.1 and -ar 0. The
next step is to take a medium resolution overture usually at 500 x 500
pixels. The settings are generally set at -aa (.15 - .2) -ar = maximum scene
size as determined by getinfo -d in inches (basically a 1 inch grid). The
final render is performed at -aa (.25 - .3) and -ar = maximum scene size as
determined by getinfo -d in inches/(2 to 10) (basically a 2 - 10 inch grid)
depending on the illumination contrast. The -ad and -as settings are
generally set based on the illumination contrast in the scene. For these
renderings, I set -ar very low since I had already rendered it at the same
resolution with higher -ar settings. Essentially, I wanted to force it to
interpolate using the existing ambient data. The splotches usually come in
as the -ar parameter degrades. The number of splotches depends on how low
this parameter has been set. The reason why I ask is because this seems to
me to have started occuring recently even though I have used the
aforementioned technique for some time now.
For the bright splotches here:
http://photobucket.com/albums/d178/marcdevon/th_room2a_view2_render1.jpg
it looks like mkillum saves the day again. I tried Greg's suggestion of
setting an illum at skylight openings at the surface level of the ceiling.
This seems to have done the trick. It's funny but I ran dozens upon dozens
of renderings and for some reason I thought these artifact were due to the
bright spots on the floor rather than the skylight openings. Here are the
results:
http://i35.photobucket.com/albums/d178/marcdevon/room2_view3.jpg
http://i35.photobucket.com/albums/d178/marcdevon/room2_view2.jpg
May I ask, why is the brightness of the skylight openings more prone to
causing these artifacts rather than a bright spot on the floor or wall?
When initially attempting to find a solution to this problem, I tried to go
back to issues that Rob Guglielmetti was experiencing a couple of years
back with a museum that he was modeling. At one time he documented his
progression on his blog but the page has since been deleted. I did remember
a couple of threads from July/2004 which discussed whether to place illums
inside or outside the scene:
http://www.radiance-online.org/pipermail/radiance-general/2004-July/001871.html
http://www.radiance-online.org/pipermail/radiance-general/2004-July/001953.html
The reason why I have been hesitant to using illums inside is because I
thought that mkillum could only simulate illumination that's a smooth
function with no discontinuities. I thought that this may be an issue when
windows have lites. I did a little experiment with another old scene of
mine. It is a window that I knew would receive direct illumination from the
sun. I wanted to place the illums on the inside to see if mkillum would pick
up the lites. Here is the result:
http://i35.photobucket.com/albums/d178/marcdevon/room2_camera1_tm.jpg
I am impressed that mkillum has able to detect the presence of lites in the
windows as you can see their occluding effect by the direct sunlight that is
on the floor. By placing the illums on the inside of this room, I was also
able to eliminate some bright splotches (although less conspicuous than the
previous scene) from this room.
In my investigation of course there are more questions/issues that has
arisen. From another test room, I wanted to see how much the smoothness the
indirect calculation would improve by placing an illum inside its skylight.
This is what's happened:
http://i35.photobucket.com/albums/d178/marcdevon/room1_12_amb_view4.jpg
http://i35.photobucket.com/albums/d178/marcdevon/room1_12_amb_view5.jpg
http://i35.photobucket.com/albums/d178/marcdevon/room1_12_amb_view6.jpg
http://i35.photobucket.com/albums/d178/marcdevon/room1_12_amb_view8.jpg
The indirect illumination in the corner I do not believe is correct. I know
that this problem isn't due the presence of the illum in the skylight at the
surface level of the vaulted ceiling. This seems to occur sort of
haphazardly. Here is the same room with the same day/time settings, albeit
with different materials, and this problem didn't occur:
http://i35.photobucket.com/albums/d178/marcdevon/room1_b_view4_render2.jpg
http://i35.photobucket.com/albums/d178/marcdevon/room1_b_view5_2.jpg
http://i35.photobucket.com/albums/d178/marcdevon/room1_b_view6.jpg
This problem that I am receiving looks similar to issues that I am having
with this rendering (right side near the corner):
http://i35.photobucket.com/albums/d178/marcdevon/KountryKitchen_view2_render3_3.jpg
Also, for the previous rendering and the next, I do not know what's causing
the gray artifacts on the floor nearby the dishwasher and lower cabinets:
http://i35.photobucket.com/albums/d178/marcdevon/KountryKitchen_view1_render3_99.jpg
Generally, what I wish to be able to acquire is achieving a higher level of
predictability so that I may take a scientific approach to rendering rather
than constantly tinkering. Sometimes when I think I got it, I later realize
that I don't. That's pretty much it in a nutshell.
Thanks everyone for all of your help.
Marcus
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