Ambient Occlusion in Raytraced

i am probably too dumb or too much in a hurry, is there anything which could look like the render preview but rendered with raytraced?

currently i am not getting any illumination because i have not set up any light, ambient occlusion seems just right, but does not output in the render.

@nathanletwory ?

hmm thinking about it i could give my walls some emissive texture. if thats the only way then dont mind this topic.

nope that does not solve it.

I think Raytraced would have to be a hybrid renderer to include stuff like AO…
But it is a pure Raytracer if I have understood it correctly.

i believe that AO is nothing more than fake anyway even in other render applications. i mean unlike global illumination which is always calculated/simulated.

the problem is that the rendered view is actually almost good enough for a few shots to show some ideas or in some incidences even to be presented since textures look good enough. but when it comes to glass the game is over asking for a properly rendered frame which then has to be painstakingly set up with lights.

I’m not sure what you’re looking for. A screenshot of the wished effect would help. And some idea of how the scene is set up.

Basically better glass in rendered mode, so
Screen space reflections would be great.
But since that is a dead topic he is looking for fast rendering without much lightsetup that communicatrs well. (I presume :wink: )Thus Ambient occlusion.
Take a look at this by the way:
This is realtime on rtx.

Easiest is to duplicate Arctic setup, and set Cycles as realtime renderer:

That what you want?

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Here @encephalon has to answer, he didn’t mention arctic display mode, so I don’t know. But cool to know that you can override the materials with cycles through the display pipline, I didn’t know that. Can I do that when I “render to the render viewer” also?

For that you will have to use ViewCaptureTo* commands.

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Great, that’s as expected, I just wanted to know :slight_smile:

that would be just the best i believe, since for this matter its all about speed which the rendered view provides without having to render it. currently the glass looks basically like non existent. i have the feeling that was requested at some point.

@nathanletwory
after fiddling a bit i found that raytraced or rendered set to cycles could actually work, no idea why it is not functioning for a render.

still the main issue is speed, not a critique per se, but with the rendered preview i am so close to be ok, if just glass would look a bit more like glass.

here a simple scene, the first one the rendered preview, the 2nd image is now arctic since it seems to provide less diffusion for white textures which is ok, still a little darker less contrast in the light, maybe it would get there if i would let it render longer, but after 2 minutes i stopped it. also the ambient occlusion seems more crisp which is maybe also a result of not letting it run longer idk.

You need to install the denoiser! Use nVidia’s if you have a good nVidia card, or Intel’s if not. Then turn it on in the render settings for each Rhino file you want it used. It saves TIME*ALOT! That’s the best x-mas gift advice I can give you.

Personally I like the results from the Intel denoiser better than the other two.

Interesting, I find that nVidia’s is sharper and that intel’s can get some strange vertical line on the middle of the screen some times:


But on latest tests it disappears after a few more iterations.
This image was stopped at 10 iterations, so the denoising quality is spetacular no matter what IMO.

@encephalon here you can see the denoising in action after 33 iterations and 15 seconds of rendering on the RTX 2070:

And without:

(Click image to view in 1:1)

yeah i know, but have no experience. i checked out some denoising results a while ago when it was first mentioned i found some good examples from some blender cycles renderings, or so i had thought. on your example it is like a photoshop surface blur, it takes some of the detail away which you can see well on the right blinker, there seems to be some vertical structure which got mushed up. the denoised looks a bit like treated with some shoe pollish :smiley:

anyway thanks to both of you for the input.

Of course, but this is at only 33 cycles, so the noising is bad. The less noise, the better denoising. Letting it run for a few minute vastly improves the result: (here at 500 samples)

i dont know, nothing against your fabulous bike :slight_smile: but it somehow does not convince me. since you are at it, a comparison to the other denoiser might be interesting?

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Shure, right click and open in new tab and toggle between them.
(I lowered the environment intensity from 1 to 0.2 since it is a bit washed out, I forgot to set that in the previous images)
Stopped at 150 cycles since speed is the key in the topic.
I used viewcapturetoclipboard so you get the exact same size and view).

nVidia denoiser at 150 cycles:

intel denoiser at 150 cycles:

No denoising at 150 cycles.

And for comparison:

nVidia at 850 cycles:

No denoise at 850 cycles:

(Note, I love the noise, I think it brings texture and grit to the image, selling it as more real than a high gloss render, so I wish it was possible to merge the two in post, choosing how much you want the noise to show, but that’s what we have photoshop for, adding artistry and upping the price :wink: )

But for quick renderings I rarely go beyond 150 samples, render in a minute and kick out a more than good enough image. (After all… SPEED was what you were after, no?)

Edit: As you can see the nVidia denoiser keeps a little bit of the noise and is sharper, keeping more details in the orange blinker that you noticed. Thus my favourite, at least at few samples, which is what I use anyway. 150 cycles is my default setting :slight_smile:

@nathanletwory by the way, I see editing the number of cycles in the viewport still selects objects in the scene, unlike in V6, is this fixed inhouse? I have the 7.1 build.

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it does, or so does one say at least :slight_smile: i personally like the 850 cycles without the most, even though the 850 with is very close, but i think here it would make sense to up your textures a bit, some slight roughness in the reflection for instance and some ever so slight fillets around the pin sharp edges, maybe that is the reason that it looks a bit artificial having it polished too much without further detail

mean time i have figured that using object display mode ghosted in rendered mode, at least gives its a bit of a glass feeling, unfortunately the gloss setting stays unaffected.