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Apophysis Render Settings Update V1

Fri Mar 11, 2005, 10:00 PM
:: ROBERT'S JOURNAL ::

Mood: Industrious Workin Hard
Reading: Flash MX by Ethan Watrall
Watching: Want to see Robots now! Tired of seeing dead ppl!

Ok, I know, I know, I said that was it but .... I have some new information for you all that I think you will find interesting.

The final results aren't in from the developer but, the way it looks right now, there is a bug in the flam3 rendering program that dramatically impacts the quality of the image. How do I know this? Well, I kind of stumbled onto it this morning. I rendered one of my new flames using the Apo render engine and it came out looking pretty good so I decided I would re-render it using flam3 with higher oversampling and quality settings. Much to my amazement, when I looked at the resulting flam3 image it looked dramatically worse (very grainy) then the original Apo render. This prompted me to re-render both images with the exact same settings and size. To my amazement the image rendered by Apo looked way better than the one rendered by flams3. So I sent the developer (Scott Draves) an email informing him of this issue and attached the images along with the render.bat file and the flame file so he could see for himself. I believe he is looking at it right now. Hopefully he will have some good news for us shortly.

So what does this mean to you? Well, I don't know for a fact but, I think this bug is in the old hqi engine as well. So if you do any background rendering you're definitely NOT getting the best image you could. I highly recommend, until there is a fix, that you render exclusively with the Apo renderer (Render to Disk). This will ensure you are getting a top quality image.

Ok, that's all for now. I'll let you know more as soon as I know. :D

Robert Joy
Member of

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good job!!! :D

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Thanks. Hopefully we'll get a fix soon. :D

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Yeah :D . Ehh... now I render zommed fractals... 300 minutes on standard settings :D I love my CPU :D

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I hear ya! Something I just thought about too; this could change the results of all my testing with quality settings, ugh! Will have to run all those test over again. :(

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If U wanna I can help U, but it take a long time on my CPU :D

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Many thanks for the offer. Unfortunately, that doesn't give me a good relative feel for render time. I really need to do all the testing on the same platform to understand how render time is affected. :(

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:worship: I don't know how you do it ... I used to kid myself that I would do some sort of quality testing .. but as the flames stacked up .. it kinda fell by the wayside ... I appreciate your resolve.

You need to keep your energy up ... here :sushi:

we're all standing behind you :community:

And, look, I just found this in my pocket, I want you to have it .. :gummybear:

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:threaten: You bash the Balrog, while I climb the tree.:sprint:
Its impossible that the filter changes.

Render to Disk is obsolete, regardless of any "bugs" HQI/Flam3 code might have. Most bugs people report are caused by human error, or as a result of a mix-up with how they are rendering (or how they are seeing the rendering, in some cases).

You shouldn't give Scott such a hard time about updating his code. Programming image rendering is not a walk in the park, and bug hunting is also not a walk in the park, especially for code that has been through as much inspection as Flam3 code.

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I appreciate your point of view Matteo.

I've been a software engineer/test engineer for over 30 years. I think I know a bug when I see one. As far as I'm concerned Render to Disk IS the only way your going to get the best image from the Apo. This is not a human error, it IS a bug. In fact, my test is fool proof, when you take the exact same flame file and the exact same render settings and end up with images that are so completely divergent, one looking strikingly better than the other. Please explain to me how this can be caused by human error. In my software engineering opinion, there needs to be a serious comparision made between flam3 and Render to Disk. There is defintely something missing. Obviously the code has not been tested as well as one might imagine.

As far as Scott is concerned, I prefer to go off-line with that discussion.

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