"importon emitted" 1000
"importon merge" 0.
"importon trace depth" 2
"importon traverse" on
"irradiance particles" on
"irradiance particles env" on
"irradiance particles env rays" 64
"irradiance particles env scale" 1.
"irradiance particles file" "ipsimple"
"irradiance particles indirect passes" 0
"irradiance particles interpolate" "always" # "never" is like FG force
"irradiance particles interppoints" 64
"irradiance particles rays" 64
"irradiance particles rebuild" on
"irradiance particles scale" 1.















setAttr -type "string" miDefaultOptions.stringOptions[7].name "importon emitted";
setAttr -type "string" miDefaultOptions.stringOptions[7].type "integer";
setAttr -type "string" miDefaultOptions.stringOptions[7].value "10000";




















setAttr -type "string" miDefaultOptions.stringOptions[12].name "irradiance particles rays";
setAttr -type "string" miDefaultOptions.stringOptions[12].type "integer";
setAttr -type "string" miDefaultOptions.stringOptions[12].value "1000";














































bart wrote:Remydrh,
Using ipsimple.mb from above in Maya2008 SP1/Ext2? I notice that I can see the environment in your window. Did you turn the shutter speed way up in the tone mapper?
seq,
1. We have two ways to control importon emission count, using "importon density" or "importon emitted". The latter supercedes the former if they are both used, and it is resolution independent. However, density is indeed a resolution dependent setting, as it specifies the number of importons emitted per pixel. It can be greater than or less than 1.0, and the default is 1.0 (or 1 importon emitted per pixel). Currently, using "importon density" is the recommended way to go since the whole effect is meant to take advantage of view-dependence.
2. So if you use "importon emission" you don't need to render at the same resolution to store the IP map. But you should render at the same resolution if you use "importon density". Either that, or increase your density, when you render at lower resolution.
3. Yes. Importons determine view-based importance at each importon intersection point, where the IPs end up being located. The idea is that you should get a good speed/quality tradeoff because of this calculation which is view-dependent. That said, if two shots are similar in position, you might be able to get away with sharing an IP map.


Remydrh wrote:And so far IP rendering is so slow compared to FG I am still not sold on its performance. I was hoping I could generate a map and run with it (kind of like photons) but since it is importance sampled based on view I'd have to rebuild when my camera moves or is that misleading?
Remydrh wrote:Side question, does the portal light care about IPs or just FG? Not using it but the though had crossed my mind.
Remydrh wrote:I'll send it. I might have a setting wrong. I am also trying one of the HDRs listed above and I am getting a similar "dark side of the moon" issue where the rest is blowing way WAY out but backsides from the window are pitch black.
It's Maya 2009.
Remydrh wrote:Hey Dagon,
Which image were you using as your HDR? There is a sequence on the site. I picked a middle image.
Depth is 4 and 4 indirect passes. It doesn't light the scene anywhere near as evenly as yours. The back sides (not facing the window) are all completely black. There's a checkbox somewhere I'm missing isn't there?![]()
Do you have that file using the HDR available with the settings for 2009? I have the HDRs already but I am wondering what the differences might be. It's like pathtracing with poor depth.
Remydrh wrote:I'm using density, but it's fairly low. So about 90,000 importons. I also used angular but left infinite checked on. I'll check for the files when you upload them. Thanks!
Remydrh wrote:I will try emitted, but I tried .1, .2, .3, .4 and 1.0 densities. Depends on the machine I'm on. Some workstations are better than others.I can get a nice smooth result, just not well lit.
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