I have been trying to create more photorealistic renderings with Chief as I don't have the current budget for additional software.
I have been playing with the CPU Ray Trace option and keep coming up with grainy images that seem darker than I'd like.
I have played with the lighting and sunlight and I've pushed the resolution higher and higher every time I try with no luck.
If adjust the contrast of the image it makes it a little brighter, but it still is lacking.
The first image went for 60 passes, the next one was 40 and the 3rd was 50 passes.
I would love some insight and recommendations on fixing the grainy look as well as just creating more realistic images!
I am using Premier X13 on iMac
X-13 RTRT, A breakdown from another forum in response to growing frustrations with RTRT. (Items that are specific and searchable terms in CA have capitalized first letters) There is nothing "wrong" with the new Astral PBR RTRT option. Better understanding of a modern rendering engine may help alleviate some issues. If you are feeling overwhelmed by this info you can always uncheck the option for the RTRT in your Rendering Techniques Tool. Feel free to contact me for support or advanced training. • In RTRT a low sample rate is used in live camera views. • For exported presentations images similar to a CPU-based RT, set your Maximum Export Samples as low as needed to eliminate fireflies and light leaks. The higher the sample rate in RTRT Rendering Techniques, the better the image(up to a point where benefits are negligible). This only applies to the Export Image Tool. • A sample rate in basic terms is the number of samples from a camera of a given Objects Material ID as it applies to the geometry of an object, including colors, lighting, shadows etc. The more times something is sampled the less aliasing there exists in a final image. • The more light exists in the scene the easier it is to Sample. • You must supply ample light in adjacent rooms for the RTRT engine to properly process and "trace" your scene. Devoid of light, your exterior will be overly exposed, your interior may be underexposed, and you may have fireflies or light leaks. • Ensure that your active Light Set is on and illuminating your scene, which is accessed a number of ways, one being the Edit Active View tool, in the Camera Panel, under the Lighting Section. • With ample lights, an interior scene Rendering Technique Options might have an exposure from .15-.35, a Maximum Sample Rate of 500-1500, a Brightness between -10 to 0, a Backdrop intensity between 100-1000. This is not and never will be a universal setting, each scene needs adjustment according to the amount of light available to that scene. • If your scene is underexposed you may need to adjust your lighting including the lumens of your light fixtures. • Sun settings will do very little to help overexposure, underexposure, light leaks or any other trace related problems. This is the nature of a tracing engine. • Live view will always be of lesser quality than an exported image using the Export Tool(because of the option to change the sample rate.) • Typical problem causing issues: Caustics, Lights near transparent or translucent surfaces, lights of high Lumen values in one room juxtapose to lights of low lumens in an adjacent room. High resolution bump/roughness/normals maps in materials. These issues all cause difficult scenarios for attenuation and aliasing. Some of the fixtures being used are not optimized for this new engine. Consider changing the material properties of any glass that is in close proximity to a light source. Changing the glass material of a light fixture that is turned on in a RTRT camera from Transparent class to General Material with high Transparency can yield much more predictable results. Same goes for situations when inside cabinet lights do not show up in RTRT behind Transparent Class windowed cabinet doors. There is a lot more to this, you can have some success with this info, but barely scratches the surface. For some incredibly good generalized rendering info, read the Thea Render Manual(free online) It has some fantastic info in it that applies to all rendering engines. The following images are a RTRT with zero lights(screen clipped), an RTRT with lots of lights and same settings(screen clipped), and an RTRT export of the same scene The last image has the backdrop turned up since the sun direction is not illuminating the backdrop. Backdrop setting of 1000.
So I have been looking to enhance my renderings a bit, and have been diving into some of the information about Blender rendering engine. It's really great, but also very complicated stuff and I think eventually I want to get good at Blender because there's just so much you can do with it - modify the meshes, add displacement/bump (battens/stones/etc). But after about a few hours or so I'm still only able to create something like this, which is not a real rendering but shows how powerful the texturing is in Blender - notice how I've added battens to the siding, ribs to the roofing, texture (incorrect texture, but this is just testing out the tool) to the stone:
OK so as a MAC user there really are only a few options for GPU rendering (the rest are CPU based, just like chief is on the mac). Well I have this sweet GPU so I want to put it to work for me. What other options do I have? Well a while back I downloaded the Unreal Engine and the Twinmotion app, but never really looked too hard at it.
Well, I should have.
This thing is awesome. You get textures, grasses, skylines, depth of field, normal/bump mapping (no true displacement like Blender, that's the only issue with it, but the bump mapping is pretty convincing) - you get people, etc etc etc. So here is the best rendering I could come up with in chief as far as normal mapping/bump mapping to show some texture on the board+batten siding, some stone texture, etc. and to render it in a nice lighting:
I'm finding the chief materials to be a bit hard to work, but if you get the normal maps and bump maps in there they can be pretty convincing too. OK so not bad for chief above. But with about an hour of 'learning' the program and exporting to collada + importing into Twinmotion, and messing with the cameras etc. I was able to come up with this:
Soft shadows, materias masking, and a lot more. I chunked some of their included plants in there and they look good and cast realistic shadows too. Battens look pretty good. Woodgrain has some texture on the columns.... look close at the stone though, the normal maps are inverted in twinmotion because they use a DirectX normal map with is somehow inverted from the OpenGL normal map.... so still some kinks to work out but I'd say it's pretty exciting.
So nothing really to ask but just wanted to share this with everybody - so far my experience using TwinMotion gives me hope for using it in the future. There is currently a trial license you can use unlimited (?) while you try it out.
Anybody else using twinmotion? Got tips, materials, example renderings, etc?
I saw people where using laser on job site for remodelling process and that we can integrate measurements directly on Chief Architec. I am using a MaxOS system and therefore it looks difficult to get the proper tool. Leica X3/X4 with their application disto transfert doesn't work with apple product. Other people have the same issue?
Any solution ?
i have a problem After completing the project and lighting
when starting ray trace. Stay in the starting ray trace when compute caustics is active.
Sometimes this takes up to 10 minutes and then rendering begins.
but this was not the case before
I really need this mode(compute caustics)
Chief Architect X12