AccuRender nXt

advanced rendering for AutoCAD

Path Tracer Problem

Fixed a problem in which a complex object (one which generates a lot of faces at render time) tagged as a light source can slow the path tracer down substantially.  This slowdown is also observed in the new engines, although not to the same degree. 

AutoCAD ACA 2013 - Known limitation

The standard ACA mechanism for assigning materials to sub-components is not working properly in 2013.  I am actively pursuing a solution to this, including attempting to communicate with Autodesk.  Until this is fixed, avoid using ACA 2013 with nXt if you use ACA objects (walls, windows, etc.).  Other AutoCAD objects, including native AutoCAD objects and custom objects appear to function fine in 2013.

Work continues on engine 4.  This build includes fixing a few crash bugs and resource leaks.  Color backgrounds are now supported.  Alpha objects are supported, although shadows will not be retained in this engine.

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With E4, I feel sometimes, some instability, but I love the caustics...

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Nice-- submit it to the gallery when you're ready.

Is 304 unstable?

Yes, I believe, I've got 2 crashes...

Some caustics on the floor are made of white points (furniture in second plan), even after 225 pass.

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The fireflies are normal-- caustics due to the metal furniture.  They will go away eventually.  I am definitely interested in the crashes-- if you're willing send the model and I'll run it under the scope here.

Objects tagged as alpha have not changed in e1.  The only change I made was to e4.

When you tag an object as alpha the background shows through.

Yep.  Looks about right to me.

Roy, I prefer the softness of the shadows in the E1, but caustics in E4 are real cool.

I'm very interested in any reproduceable crash.  Can you send the model or some simplified version of it, along with instructions on how to reproduce.



Mario Schipflinger said:

btw - E1 force a reproduceable Acad crash when some object is marked with caustics 



Sky at 0.001-- brightness -0.5.  Sun off.  Sky shadows will start out pretty sharp but should resolve nicely.   Otherwise something's up and I'll need to see the model.

I have no idea what you mean, you'll need to include examples.  Yes, if this isn't related to the new build it's off-topic and belongs in its own thread.  Use accurate units and lighting values.  Night renderings almost always require adjusting the overall brightness level.  You should not be reducing the channels to unrealistic levels.  Something is wrong if you're resorting to that practice.  Stop and figure out what's going on before continuing.

How long should one wait for the fireflies to resolve or will they ever resolve on interiors? The E4 image ran 5000 passes and the fireflies still show on the mug, the jamb of the window and the mirror. 

(These were actually made in Buid 303 if that makes a difference) 

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Roy Hirshkowitz replied to Peter Milner's discussion Frosted glass
"Not yet.  It's not quite like that-- where you can offload certain portions.  It's more like an all or nothing proposition."
Oct 12
George Ioannidis replied to Peter Milner's discussion Frosted glass
"Thank you Roy. The more physical based effects nXt has, the more realistic pictures it will compute. All of those need a lot of computing power under (or on top of) our desks though. Are you doing any move to engage GPUs on rendering process in nXt?…"
Oct 11
Roy Hirshkowitz replied to Peter Milner's discussion Frosted glass
"Most are using nVidia's stuff for denoising-- it's pretty impressive. They are reflective caustics which you get automatically in the new engine-- yes, I think they come from sunlight striking the chair bases.  They should be pretty…"
Oct 11
George Ioannidis replied to Peter Milner's discussion Frosted glass
"Nice! Many path renderers are introducing denoising features with good results. I have a question on those images Roy: the bright elliptical spots on the wall between the two windows are reflection caustics from highly reflective surface on the…"
Oct 11
Roy Hirshkowitz replied to Peter Milner's discussion Frosted glass
"I've been experimenting with nVidia's denoiser (requires one of their GPUs) in the new Image Editor.  Very promising-- here's regular and denoised.  Click on each image to see it full size:"
Oct 10
Roy Hirshkowitz replied to Peter Milner's discussion Frosted glass
"I'm experimenting with nVidia's denoiser-- requires one of their GPUs.  Here's the original and denoised in the new Image Editor:"
Oct 10
Peter Milner replied to Peter Milner's discussion Frosted glass
"Thanks for looking into this Roy, I'll do a few tests of my own."
Oct 8
Roy Hirshkowitz replied to Peter Milner's discussion Frosted glass
"Looks like the Thin switch isn't being used?  Ignore that part: I substituted Sandpaper bump (strength = 0.2) for roughness in the acrylic material.  These are using the hybrid engine:"
Oct 8

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