Weekly Update.
Hey everyone, the weekly update is already here?!
First thing first... HAPPY HALLOWEEN!
As I might not be available tomorrow (or be back home late and tired), I prefer dropping this weekly update today.
This week marks the release of "Interceptor Cooling Unit" the special content for Voretober, Available on Discord. First of a kind animation for me.
This animation was my side project for October. And with it came a lot of experimentation, or my war against splotchy shadow.
For the boring technical stuff.
One of the main issues of Blender Cycle engine is splotchy shadow when an object is receiving rays of light indirectly; this can "easily" be fixed by:
- Rendering each frame with a higher setting.
- Adding additional light sources to lighten the area.
- Switch to EEVEE engine.
- Render with the CPU.
None of these solutions are good for me:
- Rendering at higher settings to reduce the amount of splotchy shadow by 2 increases rendering time by 4.
- Adding extra light to lighten is not good for my taste in an animation.
- Using EEVEE with optimal settings and equivalent render time always has less quality than Cycle and brings other problems that are way more visible.
- CPU rendering is probably the best at removing every rendering error but would take MONTHS rendering 3840 frame.
With none of the "easy" solutions suitable for my need, I have to improvise a bit... Find a solution that gives the best quality, for the least amount of render time, and the least rendering errors possible.
After many failed attempts I've decided to go with a dumb but effective solution...
SSAA or Super-Sample Anti-Aliasing.
Blender cycle and denoise node work better on larger resolution; it gives more data for the rendering engine and the denser to work with. With that idea in mind I've come to a 125% resolution for 4k rendering and 150% for 1080p rendering. This was also a reason why 1080p versions were usually more precise, because I simply take my 4k render and scale it down to 1080p so many errors simply end up squished.
Complete overall of the way I use Cycle sampling and noise threshold.
Before that, my setting was a .0150 noise threshold for 512 maximum samples and 64 minimum samples.
Now my settings are at .0700 noise threshold for 2048 maximum sample and 200 minimum sample.
With almost no cost in render time, more minimum samples help the quality greatly and reduce shadow error. Maximum sample now properly fixes rendering errors without wasting time on the clean part of the rendering thanks to a higher threshold.
No more fast GI approximation, light paths greatly enhanced from blender default to a better global illumination setting with no change in render time.
Now there will always be a slight amount of splotchy shadow with cycle with my current material, I even push Interceptor normal up to make it harder for me and basically beg for rendering error... I am still impressed at the amount of work a 4070 TI Super can achieve with all the Doom posters saying you need a XX90 to have good quality. At some point, the only way forward will be with better hardware, but I'm sure I can still improve with what I have and keep my ~90 seconds/frame rendering time.
With that came the end of a week of actual animation and three weeks of hitting my head against the wall... Between this and the Motion blur I'm not sure what is worse...
Now for the Halloween animation, I will fully use the extra time I allowed on myself; a small project for such a gorgeous model was a bit of an insult, so I've upgraded this project from a small to a medium size project.
Hope everyone is ready for SCP-682 by Da.nilkaz.
That's it for this week!
Take care, be safe and have a good one!