TheKitchenAbode
Members-
Posts
3070 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Everything posted by TheKitchenAbode
-
Here s another example, I have adjusted the wood polished settings to obtain a level of sheen. Specular - 0% U Roughness - 15% V Roughness - 15% It should be noted that the polished look is significantly impacted on the sun intensity setting. In this scene the sun is set at 10,000 Lux. For a given polished setting, reducing the sun intensity reduces the polished effect, increasing the suns intensity increases the polished effect. Changing the sun intensity too much in either direction will destroy the polished look, the polished property settings would need to be adjusted to compensate for the sun intensities effect on this.
- 454 replies
-
- 1
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
So far PBR results have been all over the map, including my own. I'm finding it to be a mixed bag, there are things in the PBR that I like and then some that I don't. I'm in the camp with rispgiu, was hoping that PBR would provide a faster way to make material adjustments and then if needed we could Ray Trace the scene for even better results. Looks like this is not going to be the case and I suspect in the long run Ray Trace will be dropped and PBR will be CA's sole rendering system.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Yes, I'm finding this to be the case. Lights and materials seem to need specific adjustment for either PBR or Ray Tracing. I believe this is due to the fact that PBR takes into consideration the effect the sun has on interior ambient light level and direction. Ray Trace does not have this capability, so it primarily works with only the light from the light sources within the room.
- 454 replies
-
- 1
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Here are two X10 PBR scenes of a basement fireplace/TV wall unit currently under design.. I'm finding, as with Ray Tracing, attention to lighting and material properties are just as important. The advantage is that the changes are seen within about 10 seconds. What I'm not pleased with is the reflective(specular) and/or polished materials, so far it has been extremely difficult to obtain satisfactory results where the material looks correct under differing camera view angles and material orientation.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Those tile reflections in the tub/toilet are from the light coming through the skylight, hitting the floor and showing up in the reflective finish on the tub/toilet. If you change the sun angle you will see these move around. Suggest turning the sun down or change the reflective properties on the tub/toilet. Looks like the scene is being lit entirely by the sun, so as you turn down the sun the room will darken, counter this by turning up the Camera Exposure and/or Brightness in the PBR settings. Suspect the tiles are looking different primarily due to their reflective properties setting or if polished, those settings. Seems that with the PBR method there is a higher degree of sensitivity concerning a materials orientation in respect to the sun light striking it and the cameras angle. You can test this by changing the tile to a matt finish, 100% Rough, if it then shows consistent throughout the room then the reflective/polished properties need to be tweaked.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Exactly, using the standard install methods would not work as they check and refuse to install if the driver is older than the current one. Also, the roll-back in Device Manager would not work as when I installed one of the newer drivers it deleted my older one from the list. The method I found bypasses all of this checking and installs the driver, system is back to normal and a good thing as I had a presentation to do today.
-
Mark - not sure if you noticed, but it seemed that when I got that SEH error it would pop-up when the 3D camera was trying to cut through a surface as I moved it around or panning say from the outside towards the interior. When it hit the face of a wall to pass through it would error out and lock up CA.
-
That's the big unknown, my CPU is 7th gen and yours is 8th gen. Intel states that my graphics is HD Graphics 620 and yours is HD UHD Graphics 620. The only possible indicator is that the newest driver version for mine is also the same as your current version and when I use it I encounter the same problems as you are experiencing. I tried several driver versions, all from 2017 and had the same problem. Can only suggest making a bootable USB so if you end up with a blank screen you can reboot from the USB and reset the graphics driver. For this you many need to enter the BIOS setup and set the USB as the first bootable device and then your C as the second.
-
Mark - Here is what I had to do to get the older graphics driver to install. Here is a link to Intel's procedure to force the install. https://www.intel.com/content/www/us/en/support/articles/000005629/graphics-drivers.html If you use any other method, such as the set-up file it will likely refuse to install. Please note that I have no way to know if this will work properly with your system. It works fine on mine and was the original driver that came with it when purchased.
-
Mine also has the 620 Intel Graphics. I think it's the graphics driver, I have version 21.20.16.4542 10/24/16. There is a newer drive out there, just installed it and I got that SEH Error every time I opened up a camera view and started to pan around. Try rolling back the driver version in Device Manager and see if that helps.
-
Hi Mark - I just upgraded to the new X10 on my Spectra 360. Could not get it to crash and was using the Grandview plan. One thing is to make sure you do not have too many active lights as for each turned on light things will get slower and slower, even in a standard camera view. Also, having the shadows and all of those other goodies turned on will slow things down. If I monitor CPU and GPU usage it is clear that the GPU can be easily maxed out with too many things turned on, especially with more than 8 lights and using the PBR camera. It seems that the way CA has changed how lights and lighting is being handled that it is placing much more demand on the GPU than in the past. I'm encountering a similar issue with my desktop GTX 745, though not as sever but things are just not as snappy, smooth or as responsive as before.
-
I'm starting to believe that this may well be the case and suspect CA will likely drop Ray Trace sometime in the near future.
-
Agree 100% - The impact that changes to accommodate this PBR feature should have been fully evaluated and corrected for before releasing it. It would have been appropriate for us to have been made aware of this "deficiency" in advance, had I known this I would have held off and stayed with X9. This has now caused me a considerable amount of wasted time as I try to figure out how to work around this and get my exiting plans to Ray Trace correctly.
-
All of us Ray Tracers are experiencing the same issue with X10. CA has changed a number of the material properties to work with the new PBR camera feature. Unfortunately these material property changes are having a negative impact on Ray Tracing. The most obvious one is related to reflectivity, even though they claim this has been addressed in the latest update I still find it to be significantly different than the old reflective material properties and it does not Ray Trace the same.
-
Exterior late evening scene. X10 Beta PBR Camera
- 25 replies
-
- 1
-
- physically-based rendering technique
- pbr
-
(and 2 more)
Tagged with:
-
Just ran this exterior PBR. One thing I'm finding is that the new material properties, especially the reflective(roughness) do not function like the old reflection one. Now reflectivity seems to be highly dependent upon specific lighting conditions. Before the change, a material exhibited a reflection regardless of any other condition, it seemed to be independent of anything else. I've noticed this on both interior and exterior scenes.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Hi Larry, I'm still playing around but what I did here was similar to your comment. There are a number of 3D point lights placed through the floor area, their height is 48" and their intensity is 50 Lumens. I use these to control the overall ambient. 1/3rd of them have shadows turned on, the ones with shadows turned off soften the shadows created by the ones with shadows turned on. I find that the default sun Lumens are way too high, in this scene I turned down the sunlight to 600 Lux. In the PBR settings I have the Exposure set at 0.25 and the Brightness at 20.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Appreciate it Scott - I'm finding that as with Ray Trace light settings and Material properties really impact on the quality of the output. The advantage is that the changes can be seen within about 10 seconds. As I have gotten into this a bit further I'm really liking it more and more. Here's a sample, this is of an existing home that I'm modeling up for the client so they can start the interior design process. I just made a few simple adjustment in a photo editor to sharpen it a smidge and fine tune the color saturation.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Just been playing with this one. X10 Beta new PBR Camera.
- 25 replies
-
- 2
-
- physically-based rendering technique
- pbr
-
(and 2 more)
Tagged with:
-
I know it's crazy. They should allow one to define(identify) the connecting edge of the molding.
-
I had in the past played with custom drawn moldings and the issue you are encountering. I can't recall the specifics but it is related to how CA determines the connecting edge, this was not related to the drawing direction, it had something to do with the profiles shape. I believe for example if you were to shorten the longest leg to less than the other leg then the connection edge will change.
-
Thanks Cheryl - Here is the Fire-Ice-Kitchen using the General Materials Properties for the glass. Definitely helped, what's interesting is that it seems to do a better job on objects with horizontal surfaces such as the glass sheet in the island pendant. Vertical surfaces such as the wine glasses on the island or in the cabinet above the fridge don't come out as well, but certainly better than using the Glass Material Properties. I also changed the material properties for the stainless steel, used Shiny Metal and added a texture with slight horizontal lines in it. This was used on the fridge, stove, stove vent and island pendant light. My other postings of this scene used a texture file and the General Materials Properties, looked a bit lifeless.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Here is a comparison of the above PBR to a Ray Traced version. PBR Ray Trace_50 passes_33 minutes The lighting and materials are the same for each. The PBR version exhibits stronger shadow depth. If you flip between them you can see the glass issue I mentioned in the previous post. Also note that as this was done in X10 Beta, the Ray Traced version does not properly depict reflective materials, a fix for this is supposedly in the works. Otherwise, the PBR came out as good and possibly better than the Ray Traced version. From a time perspective, if I account for the time to save the PBR, about 5 minutes, I saved about 28 minutes in time once I was ready to run the final render. There was definitely a time savings when setting lights and materials using the PBR as the effects were realized in about 10 seconds. If there was no PBR feature I would have had to run Ray Traces to see the effect of changes which usually takes about 2-3 minutes each time. The lighting setup in this example is considerable and I suspect that whether one PBR's or Ray Traces this will be important in respect to the outputs result. I believe the same will apply to material property settings. From an overall perspective based on this experience I would have to give PBR the advantage, just need to get the glass corrected.
- 454 replies
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with:
-
Thought it might be useful to open up a topic specific to the X10's Physically Based Rendering(PBR) feature. Please share your experiences, tips and techniques. Here's one I just ran based upon the Fire-Ice-Kitchen from CA's sample gallery. Please note that the lights in this scene have been altered as have a number of the materials. Pleased with the result except for the fact that it does not render glass objects very well, there are two wine glasses in front of the wine bottle that did not show up, the island light has a glass component that did not show up and the glasses in the cupboard above the fridge did not render very well. Will play with the glass material settings to see if this can be corrected for.
- 454 replies
-
- 1
-
- pbr
- physically based rendering
-
(and 1 more)
Tagged with: