Old 01-15-2010, 12:35 PM   #1
dpont
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I know that you claim often to see a bug,
when I see only a known limitation
except basic input and output connections
and functions, I don't think it is valable
to compare DP Filter node editor with others.
...So you just need a disabled preview.

Denis.

Edit: I re-uploaded DPFilter,...
DOF node preview was broken after the
addition of the monitor...,
I re-tested some heavy blur and
I must report still chaotic node preview
update, but not under DP Filter control
and acceptable speed,
the 100 samples could be reduced but
I'm not convinced.

Last edited by dpont; 01-15-2010 at 03:48 PM.
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Old 01-17-2010, 04:14 PM   #2
H_Molla
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Ohh..Great & sweeeeeeeeeeeeeeeeeetttt, hours of rendering with single Threads :-) i am wondering?? if you manager to render with 2 Threads..how u can do that if you have a big render farm??
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Old 01-18-2010, 02:13 AM   #3
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Quote:
Originally Posted by H_Molla View Post
Ohh..Great & sweeeeeeeeeeeeeeeeeetttt, hours of rendering with single Threads :-) i am wondering?? if you manager to render with 2 Threads..how u can do that if you have a big render farm??
Just a question,
what are you speaking about?

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Old 01-18-2010, 04:27 AM   #4
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Maybe he's not considering these are free experimental tools?

As I commented before, with LWSN (and Smedge2, I think) you can render only one frame per processor, so just a single processor can be considered as a distinct render node, which is not a problem if RAM allows the render. But if you have a big render farm, consider there's also third-party solutions which are able to render a single frame across multiple nodes at the same time (Liquid Dreams, Amleto and Muster can do this, I think).

Besides, please, consider as well this limitation is not present in all cases, the Tumbler scene for example renders all passses (it has no SSS) with 16 Threads without any problem. MT issues are present randomly and there's workarounds to solve those cases. Hope we don't need them when SDK allows to solve these MT issues At the end of the day however, I've found these experimental tools really very useful in most of the cases. Thanks to Denis for that!

Quote:
Originally Posted by chunderburger
do you have a picture of the setup?
The logic behind the setup is like this





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Old 01-18-2010, 05:05 AM   #5
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thanks Gerardo, do you think that you would do this and other fx enough to warrant specific nodes in future lw versions?

and btw i just want to say thanks again as I really do appreciate these awesome posts you make.


rock on!

Last edited by chunderburger; 01-18-2010 at 05:12 AM.
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Old 01-18-2010, 04:04 PM   #6
gerardstrada
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Quote:
Originally Posted by chunderburger View Post
thanks Gerardo, do you think that you would do this and other fx enough to warrant specific nodes in future lw versions
Yes, thank you for your question!

Quote:
Originally Posted by dpont
I added a Dispersion node for simulating Chromatic Abberation, this effect
also compensates the size of the input image.
Thank you for your answer, Denis!



Results are much more realistic and the setup is much more simpler:





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Old 01-18-2010, 05:05 AM   #7
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Wwwoooow... that chromatic abberations setup is just amazing. This we i played around with this amazing plugins the first time and i'm really impressed. Ordered the issue #30 of HDRI ...
One question... is the Node Pixel Filter limited to rendering in a single thread? My little occlusion path on 9.6 only rendered with 14% of my 8-core-cpu.
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Old 01-18-2010, 05:48 AM   #8
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Speaking of Global 3D Shading,
did you check the option?

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Old 01-18-2010, 06:17 AM   #9
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Supposing you checked this option in Pixel Filter NE,
Multithreading is then used for both rendering (with
proper Render Setting for number of threads)
and AntiAliasing if you are using a Perspective/RealLens
camera,
then in Global 3D Shading each thread can
do their own evaluation.

Denis.
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Old 01-18-2010, 08:50 AM   #10
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Hmm, don't know what is wrong with my settings. I have multithreadin enabled in the Pixelfilter Node in the "Node Pixel Filter". ... but the maximum i get ist about 25% of CPU Usage when it comes to calculating the Node Pixel Filter. According to my 8 cores, that means that he is calculating with 2 threads. The regular rendering process has 100% CPU usage. Is there a tutorial on that topic somewhere?
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Old 01-18-2010, 09:19 AM   #11
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looking gorgeous gerardo, cool aberation!
thanks again denis!

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Old 01-18-2010, 12:16 PM   #12
dpont
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I added a Dispersion node for simulating Chromatic Abberation, this effect
also compensates the size of the input image.

Available in the x32 version DP filter 9.6,
http://pagesperso-orange.fr/dpont/pl...DP_Filter.html

Note: I modified the Color Global buffer 21 and Color Global buffer 23,
in Pixel Filter node editor,
since the multithreaded short black lines are not reproducible
here, could be interesting if someone having the same issues
would test/save this buffer channels, changes in the buffer 21 and
23 are not identical.

Thanks in advance.

Denis.
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Old 01-18-2010, 05:05 PM   #13
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Quote:
Originally Posted by dpont View Post
I added a Dispersion node for simulating Chromatic Abberation, this effect
also compensates the size of the input image.
sweet, cheers D

Gerardo : is the Bokeh effect just comming from DOF node?

here is a little bit of stuff on Bokeh I came across

http://beautifulpixels.blogspot.com/...ing-bokeh.html

Last edited by chunderburger; 01-18-2010 at 08:15 PM.
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Old 01-27-2010, 02:40 PM   #14
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I love Dispersion node! That's awesome! Thanks, Denis!
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Old 01-27-2010, 02:46 PM   #15
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Hey Denis! I have no problem with this dof when i decrease it 100%-0% on background blur but i have strange black again when i increase it 100%-any high on background blur as same as foreground blur too! See below!
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