material sampler for the P11 construct


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    @seachnasaigh - looking forward to seeing what you come up with, this is cool stuff you're doing!

    PS. Check out XnView - from the website it looks like its free, supports import & export of OpenEXR + can crop images ...



  • @caisson said in material sampler for the P11 construct:

    @seachnasaigh - looking forward to seeing what you come up with, this is cool stuff you're doing!

    PS. Check out XnView - from the website it looks like its free, supports import & export of OpenEXR + can crop images ...

    xnview is great, multi-platform.
    Furthermore, I've encountered some jpg's online that photoshop cc couldn't open, because of a problem with the color profil.
    open & save with xnview solved the problem.


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    @Y-Phil - thanks for the recommendation, think I may install it myself - looks like a useful tool for when I need quick operations without the memory overhead that Photoshop demands!



  • @caisson said in material sampler for the P11 construct:

    @Y-Phil - thanks for the recommendation, think I may install it myself - looks like a useful tool for when I need quick operations without the memory overhead that Photoshop demands!

    I'm using the 64 bits portable version many times each day...


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    If I set the spherical render slider to 90', I don't get a hemisphere; instead, I get a band centered at the horizon, from -45' (below the horizon) to +45' above the horizon.

    I'm running a full spherical HDR now. Interesting... once I select HDR as the save format, I don't have any further options (no choice among 32bit, 16bit, 8bit). So I don't know what I'm going to get.

    "Life is like a box of chocolates..." ~ Forrest Gump

    With full spherical output, our options would be
    [1] crop off the bottom half and re-save in some editor
    or
    [2] leave the renders as full spherical and set the image map node to only read the top half

    Option 1 would obviously have smaller file size.
    Option 2 would allow for also using the full spherical renders with BB's Envirosphere.

    I can't get onto the PhotoBucket site (I think they began maintenance yesterday), so I'll try uploading a screengrab of the render settings (which gave me the useless -45 to +45 result).
    0_1476439223765_render setup for HDR hemispherical.PNG


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    0_1476440317515_Col Kilgore - whistling server blades.jpg




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    I think my old 64bit Vista laptop Pixie has a full version of PhotoShop; I'll have to fire her up and see.

    Here is a full spherical HDR, 8192x4096, weighing in at a whopping 102MB: bad weather HDR spherical
    Somebody let me know what bit depth it is. Does this do the trick? Will it be worthwhile for me to run a series of these renders?

    This is how you would modify the construct shader to use a spherical sky render: Set V_scale to 2, and set V_offset to -1.
    0_1476445214282_material setup for spherical map on construct.PNG





  • @seachnasaigh This is really exciting! And you aren't the only one learning a few things. :D

    In a perfect world, we would have both options:

    A smaller file sized image that only covers a hemisphere, and then an image with a larger file size that can be used on a full sphere. This would give us the option of using whichever was appropriate to the scene we were building.

    That is probably a lot of extra work, but I just wanted to give you that feedback. :)


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    @mr_phoenyxx said in material sampler for the P11 construct:

    @seachnasaigh
    In a perfect world, we would have both options:

    A smaller file sized image that only covers a hemisphere, and then an image with a larger file size that can be used on a full sphere. This would give us the option of using whichever was appropriate to the scene we were building.

    That is probably a lot of extra work, but I just wanted to give you that feedback. :)

    If I can crop and re-save, retaining HDR quality, I will do exactly that; full sphericals for the Envirosphere, and hemispherical panos for the construct. It wouldn't be much extra work. The only question is whether I can.


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    @seachnasaigh - There are several file formats that a 32 bit image can be saved as, the common ones being OpenEXR (suffix = .exr) and RadianceHDR (.hdr). You can also save a 32 bit TIFF, & I'm sure there are some others. So from your render options screenshot that image should certainly be 32 bit.

    Also on that render options dialog, I would suggest leaving the Panoramic View at 360 for H angle and 180 for V angle but try using the Render Area option - it might be possible to tell Vue to render the top half of the panorama by changing the Y position.


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    The network is busy right now, but I'll experiment with the render area variables and see if I can get the elusive hemispherical render. That does seem promising.

    If you can tolerate the 102MB download, you could play with the full spherical HDR (hotlink copied from above).


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    Downloading, will have a play tomorrow - thank you!


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    @caisson - You are right about the area render option, but... if area render is engaged, networked rendering becomes disabled.

    It will be quicker to network full sphericals and then crop them, than it would be to render a hemispherical pano using only one computer.

    Full spherical HDR of the Island Sunset sky took 23h39m using fifteen dual-hex processors.alt text That's at 81921x4096 pixels, at superior render quality.


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    @seachnasaigh - ouch, there's always something ;) That's quite insane times!!

    Have had a quick play with the rendered sky & didn't think it had the sort of range I would expect. So did some searching - do you get any post-render settings dialog or options before saving the render at all? Film response, exposure, gamma etc that sort of thing?


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    Pink Paradise is even worse than Island Sunset as a rendering challenge. It's a lot of time because I'm rendering the entire sky, including the horizon -where clouds in view increase exponentially- at large pixel dimension and very high quality. Plus, I'm intentionally choosing atmospheres which are very tough to render.
    The idea is to leverage my server rack to provide skies which most Poser folk could never produce for themselves.
    With my hardware -and extra RenderCow licensing- it's certainly still a tough job, but it's doable. And Poserdom gets nice skies added to their repertoire.

    Regarding post-render options; I've seen them when doing internal (single machine) renders, but it isn't active if networking, and it just isn't feasible to do this with one machine. I do see an exposure adjust in the camera parameters.


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    edit: got blocked by the edit time limit.

    Pink Paradise is even worse than Island Sunset as a rendering challenge. It's a lot of time because I'm rendering the entire sky, including the horizon -where clouds in view increase exponentially- at large pixel dimension and very high quality. Plus, I'm intentionally choosing atmospheres which are very tough to render.
    The idea is to leverage my server rack to provide skies which most Poser folk could never produce for themselves.
    With my hardware -and extra RenderCow licensing- it's certainly still a tough job, but it's doable. And Poserdom gets nice skies added to their repertoire.

    Regarding post-render options; I've seen them when doing internal (single machine) renders, but it isn't active if networking, and it just isn't feasible to do this with one machine. I do see an exposure adjust in the camera parameters.
    0_1476620800539_Vue camera parameters - aspects tab.PNG

    There might be something useful in the G-buffer and multi-pass options...
    0_1476620862142_Vue network render options.PNG

    Oh, if I set the output to HDR, I get no options at all under that, but if I select EXR, I see options for bitness (16bit, and 32bit is available in both integer and floating point) and compression.
    0_1476620999427_Vue EXR options.png


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    @seachnasaigh - under the multi-pass buffer there is a Post Process listed under Render Components. Can you set any options there or is it just an on/off switch?

    32 bit floating point should be the best quality option so I'd go for EXR; compression I'm not sure about - I'd be tempted to save as uncompressed as it can always get re-saved with compression later if needed.

    For just testing options, how long does rendering take if the size is dropped to something like 1024x512?


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    @caisson said in material sampler for the P11 construct:

    @seachnasaigh - under the multi-pass buffer there is a Post Process listed under Render Components. Can you set any options there or is it just an on/off switch?

    Looks like it's just on/off; I'll need to run a test using it to see if something appears post-render.

    @caisson said in material sampler for the P11 construct:

    @seachnasaigh - 32 bit floating point should be the best quality option so I'd go for EXR; compression I'm not sure about - I'd be tempted to save as uncompressed as it can always get re-saved with compression later if needed.

    That sounds like good advice.

    @caisson said in material sampler for the P11 construct:

    @seachnasaigh - For just testing options, how long does rendering take if the size is dropped to something like 1024x512?

    Yeah, I intend to use a smaller pixel dimension and a lower quality (final) for testing; once we get this figured out, then I'll go full sized and superior quality. reducing pixel dimension and render quality level will make a huge difference in render time. I could also test with an easier atmosphere; that will also reduce test render time considerably.

    I had a Pink Paradise render going, but aborted it because I needed to run some Poser Queue tests. Once all that is done, I'll do some reduced size/quality/atmo-complexity tests with Vue.