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Dear users,
we are sorry to inform you, that we had to end development of our FurryBall after almost ten years!
We will give FurryBall for free to all users, but without any Maintenace and Support.
Because we have to keep our servers working, we have set the symbolic price 29,- EUR per year.
Hope you will understand us and keep using FurryBall if it fits you.
Thanks for all those nice years with GPU rendering.
Your FurryBall team

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flukve
Post  Post subject: Lens Distortion - Glare crash in latest RT update.  |  Posted: Wed Aug 26, 2015 6:28 pm

Joined: Fri May 15, 2015 11:35 am
Posts: 55

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Hi Furryball team,

all seems to work except when i checkbox glare maya crashes.
This occurs in the very latest update.

Should i as instructed revert to an older Nvidia (670) driver,
or is this a different issue?

I had written a very long segment of praise for furryball RT in
this message but it all got lost, maybe i will write it again later.

Thank you.


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Jan_Tomanek
Post  Post subject: Re: Glare crash in latest RT update.  |  Posted: Wed Aug 26, 2015 7:16 pm
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Joined: Tue Oct 27, 2009 11:03 pm
Posts: 1607
Location: Prague - Czech republic

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Thanks for submit this - but the Glare is working to us.
You are right, that some problem can be there - I had also small issue with Glares, but I was not able to repeat this issue. Do you have scenario WHEN Glare crashes?

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flukve
Post  Post subject: Re: Glare crash in latest RT update.  |  Posted: Fri Sep 11, 2015 11:57 am

Joined: Fri May 15, 2015 11:35 am
Posts: 55

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Hi again,

sorry for late reply, glare started working after you released another
update!

I can not give you guys enough praise, your work on furryball is incredible.
Everytime you update there is something new and cool to test, and issues
are fixed very fast and you listen to the community, Thank you greatly.

Maybe this is not the place to add this but i do it anyway ( i know you
already have these somewhere on a wish/todo list ) :

1. Lens distortion for example concave / convex / spherical
2. Reflection distance as in mental ray.
3. Material diffraction
4. Material iridescence

No1 is now the only actually important feature i miss for photorealistic
rendering, after you added glare and lens diffraction. No 3 and 4 might be
overkill, but still cool if you eventually had them.

Again, you have added SO much functionality over the last 24 months so i
feel bad to even suggest a feature :)

Thanks.


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Jan_Tomanek
Post  Post subject: Re: Glare crash in latest RT update.  |  Posted: Fri Sep 11, 2015 1:39 pm
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Joined: Tue Oct 27, 2009 11:03 pm
Posts: 1607
Location: Prague - Czech republic

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Thanks for nice feedback - we really appreciate it.
We will look on features you suggested and reply you ASAP.

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If you have any further questions, please do not hesitate to contact us.

All the Best
Jan


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Jan_Tomanek
Post  Post subject: Re: Lens Distortion - Glare crash in latest RT update.  |  Posted: Fri Sep 11, 2015 4:34 pm
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Joined: Tue Oct 27, 2009 11:03 pm
Posts: 1607
Location: Prague - Czech republic

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BTW, about Lens Distortion.

Is it better to make it like prost-process (It will have realtime update, you will not need re-render image, but it will not be totally physically correct)?
Or it can be ray-traced but you will need re-render whole image when you change the params of Distortion?

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If you have any further questions, please do not hesitate to contact us.

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flukve
Post  Post subject: Re: Lens Distortion - Glare crash in latest RT update.  |  Posted: Wed Sep 16, 2015 9:31 am

Joined: Fri May 15, 2015 11:35 am
Posts: 55

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Hi!

I used to use raytraced lens distortion in mental ray, and add
the chromatic aberration with a textured bokeh lens shader
like this example:
http://bp0.blogger.com/_pAxkf2lRVRw/SJd ... ticAbr.jpg

This renders -very- slow in MR, so today i add the lens distortion
and aberration as a post effect, in after effects. It also works in
photoshop.

I distort the RGB channels separately, each one with slightly
different convex distortion to get more color separation at the
edges of the image. This gives lens distortion and aberration at
the same time. I add depth of field in post and therefore also have
to add the distortion on the depth and alpha channel / image.

My thinking is that a raytraced lens distortion using GPU would
render much faster than CPU.

If you add it as a post effect i say this could work good, but the
problem is that it then also have to be added on all render passes.
If it is done as raytrace feature i guess you get it on all passes
"for free".

From what i can tell, Furryball aberration splits the RGB channels
only horizontally. If you made a post effect lens distortion, it could
be applied to the aberration as well to get a sharp image center and
the color split towards the image edges. Perhaps there could be
a "add on all channels" checkbox on the lens distortion tab.
Complicated i know :P

To summarize, raytraced distortion and textured bokeh aberration
is ideal, but they both work well in post if there is a good way to
implement the distortion.


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flukve
Post  Post subject: Re: Lens Distortion - Glare crash in latest RT update.  |  Posted: Wed Sep 16, 2015 9:50 am

Joined: Fri May 15, 2015 11:35 am
Posts: 55

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An addition:

i think the the textured aberration bokeh is actually less
physically correct than the post affect, since the aberration
do not actually have to do with the depth of field. A lens can
have a shallow depth of field / large aperture and still have
no chromatic aberration.

The only physically correct implementation would be to create
a raytraced distortion, diffraction, aberration. Correct me if i
am wrong.

This might be the reason why it is more worth it short term,
to implement it all as post effects. I am not sure if any
commercial renderer creates these effects using raytracing.


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