Flamingo nXt

easy rendering for Rhino in Windows

I'm sure this is due to extreme novice experience level, but I cannot figure out why my render has lines shooting up where they're not supposed to & is pixellated & shows materials through others when it's not supposed to.  Is it just a memory problem?  Maybe a processor problem?  Or can I adjust the resolution or something to keep it from doing this?  I'm just rendering the viewport with 300,000 pixels total.  The Rhino file as about 45Mb, the boardwalk showing is about 300' long, bunch of lights, 5 pretty big trees(maybe that's it?).  My machine is a 1.73Ghz pentium, 2.0Gb ram running in 3gig swap mode.  I know it's dark, it's supposed to be a night rendering to show the lights in the deck.

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Hi Mike,

 

Is it possible that 2 surfaces overlapping create the render error?

I tried turning off everything but the ribs & the lights so there are no possible intersections.  The ribs still produce these spikes.  I'm beginning to think it's a processor speed problem.

Mmm, I thjink this can be caused beacuse your model is far far away from the origin. If that is the case, change your model units or move it closer to the model origin. Let me know if this doesnt work.
It looks like that ahs done the trick.  It's in the middle of pass1 now & all of the surfaces look to be smooth.  The model is part of a college campus & I think the origin was at the SW corner of the campus which is maybe 1/2 mile away from this location - would be about 31,000 model units (inches) from origin.  Is it just a error within the flamingo calcs because the values get so big?  Well, it looks ok so far, thanks for you help! 

Mike -

 

Is this a Grasshopper definition?  The mesh is looking very unusual.  I agree with Facundo that the large coordinates might be creating the problem.  If you could export just 4 or 5 of the profiles of that bridge.  Using Export Selected will help.  Then you can attach the smaller file here.

Yes, this is from a GH definition, there are many of the rib profiles, like 150 of them, & the bridge is 300+ ft long.  I attached a file with a bunch of the parts in it so you can take a look all of the pieces.  It was all generated by the GH definition & I know the deck boards are overlapping, but I turned them off & it still gave me spikes on the ribs.  But in the one render, the deck boards & the conc. piers underneath were showing as overlapping/pixelated . . . just not right.

Here's an image of the second pass on the one I moved closer to the origin:

Attachments:

Actually, I just went to move the original Acad file & I checked how far it was from origin . . . about 2700 miles actually - 1.4million+ feet . . . maybe that was the only problem?

-Calvino

Mike -

 

 

Because it is a night shot, the lighting is critical.  Here are a series of changes I made to the rendering.

 

1) moving closer to the origin helped with the meshing.  I noticed that the railing was not meshed smooth.  So I wnet to Tools pulldown > Options > Mesh.  There I set to Smootha nd slower.

 

2) The Sky channel is reserved for lighing.  If you would like to see and image in the background, this goes int he Environment Tab under Background.  I noticed in your model you tried to put the background JPG in the Sky tab.  You will want to put an HDRI image there instead for lighting.

 

2) Evening shots can be hard to light probperly.  I noticed you were in a custom setting.  I believe the best here would be to return to the standard Studio lighitng preset.  This will use a HDRI file to light the scene.  I downloaded the HDRI "Yokohama_Night.hdr" from the Brian James collection.  This is a fine night shot HDRI for evening lighting.

 

3) The lights on the bridge are very important.  I created standard surfaces on the bridge, then tagged them as light sources.  I set them to 250 watts.  I also put them on channel 2.  This will allow me to edit the strength after rendering.

 

4) Once rendered, I saved the image as an NXTImage file.  This saves the lighting channelsin the image.  By using the NXT Image Editor you can adjsut the strength of the HDRI light (Channel 0) or the lights on the bridge (channel 2) to get ther effect you are looking for. 

 

Does this help?

Attachments:

Wow, beautiful . . . so, I'm almost there - just some fine tuning?.  That helps tons.  The lights on the bridge are specified as 137 lumens per foot of fixture and 3 watts power consumption per foot (LED array).  I tried to use the IES file to grab the light intensity.  How can I get an actual light output value from these figures?  I don't want to exaggerate the light output.

Thanks again!

Cheers

Yes, fine tuning.  I think using the light channels is the best idea.  That way you can fine tune the lighting realtime and do not have to re-render.

 

I can talk to roy about the LED simulation.  He will have some input on that.

Thanks Scott, this has been very helpful.

 

Now if I could just keep Rhino from creeping its memory usage up to . . . wow, 925,500K at this point . . . I'd be really loving it. I even have everything turned off except the one spine definition line  . . . well, that's a discussion for Rh5 I suppose, I just close Rhino when it gets too high & restart, no big deal.

 

Well, please do let me know what Roy has to say about the lumens:watts - I think the question is:  Is the light output in FlamingoNxt modeled after lumens per Incandescent watt?  If I know that, then I can get an approximate conversion that will be pretty close.

Thanks again.

It's based on incandescent watts-- 100 watts = 1700 lumens.

 

Your initial set of artifacts was absolutely due to the large coordinates. Rhino's not crazy about these either-- but because it is double precision things will appear to hang together a little longer before they go crazy.

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