Stormy Garden

Garden Redux (CGI)

No, notwithstanding the headline, this won’t be a post about US politics. Rather, this is just a quick update on test-driving the latest version of FStorm.

I first loaded up my garden scene to test FStorm’s latest VRAM-management tricks and to try out GeoPatterns, a new tool that allows you to scatter tiling geometry on a mesh following its UV coordinates (think of it as a hybrid between displacement and scattering).

But then I got a little carried away, fixing things I didn’t like in the original scene and adding a number of scanned assets and textures produced since.

I’m happy to report that FStorm swallowed and rendered this (pretty big) scene without complaint despite tons of Forrest Pack objects, high-res displacement everywhere and with zero optimization compared to the CPU scene (even small objects have 4K textures). After adding a bunch of new vegetation, FStorm did briefly appear to choke on the scene, but enabling bitmap optimization fixed the issue and it was back to rendering away.

GeoPatterns works as advertised and the applications are seemingly endless. In this scene, the tiles in the table area is done with it. I tried to do GeoPatterns moss too but reverted back to a Forrest object after failing to achieve the effect I was after. That said, this is really a killer feature that no other renderer offers at present (barring Andrey’s now unsupported V-RayPatterns).

One thing FStorm could still improve is how it does fog. The fog in the images below was done in post using a ZDepth pass after I tried to set up a volumetric fog using the SSS approach and found that render times were shooting right up. I tried reducing the size of the fog object volume as much as possible but it didn’t really help. And the current workflow (add a sphere with inverted normals around the camera and link the two together) is cumbersome and it breaks the ability to extract a ZDepth pass.

Right now, Corona still has the best volumetric fog implementation of all renderers I use. It always looks beautiful out of the box and is pretty quick to render. So is V-Ray Next’s GPU fog. Plus Corona and V-Ray also have very solid denoisers–something else I’m missing in FSTorm–which make any residual graininess irrelevant.

FYI: Each image rendered for about 30 minutes on a single 1080ti at 2K. Thanks to Andrey for letting me test the latest version of FStorm.

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Garden Redux (CGI)

    • Bobby
    • June 4, 2018

    Looks awesome! Maybe a bit to much beige tint?
    You probably know all this but make sure to check FStorm instance in FStorm object properties if you are using instances.
    I found working with proxies really handy, it keeps saving times low plus you can always convert the proxy back to a mesh if needed. Can you do this with V-Ray/Corona as well?

    You‘re missing a lot of fun working with only one gpu. New pc, 3 x 1080 Ti‘s … there you go. 😉

  1. Trust me, I’d add those two extra 1080tis right this second if I could!

  2. Wow Octane looks amazing as usual!

    • Bobby
    • June 5, 2018

    Another Urbach infected zombie 😉

    • derek
    • June 5, 2018

    wow! amazing render! I’d gladly sign up if you ever made a tutorial course on such a scene!

    • savat
    • June 6, 2018

    it seems geopattern has turned the roles upside down: gpu renderers (like fstorm) whit “unlimited” scattering/displacing power and cpu renderers (like corona) unable to andle memory in a really efficent way

  3. Probably i’m wrong but ,imho ,seems fstorm have somethingh more in realisme

    • Anon
    • June 12, 2018

    Again what’s with the instagram filter/green wash?

    • Aerowalk
    • June 13, 2018

    And on my side FStorm can not handle your Swedish Flat scene…. I have 980 Ti and the latest build of Fstorm. I don’t know what to think 🙂
    Great work as always, Bertrand ! 🙂

  4. @aerowalk: it works on my 1080ti. You may not have enough VRAM on the 980ti. Did you enable bitmap compression?

  5. @Marcozagni: note that the scene has changed between the V-Ray and FStorm version. I rebuilt the walls with scanned assets and textures, added some plants and rebuilt some of the trees. That could be the reason too.

    • Fred
    • June 13, 2018

    Just saw the Vray-Next picture of the “Bibliotheque Sainte Genevieve’s, Labrouste gallery “… Must say, I’m a little bummed-out, been gathering doc, plans & pictures to model it, now all pointless. You’ve done a great job on it and hope to see more of it. Wondering if it will be available on your Turbosquid page?

  6. @Fred, sorry about that. It may be no consolation but that happens to me all the time. In fact, halfway through modeling this, I realized somebody else had already done it, for real-time.
    Not planning to sell this one because I’m not too sure about the copyright situation on existing buildings and the scene also has a number of hidden problems I’d need to fix before putting it up for sale. Also, it requires RailClone for at least 50% of what you see.

    • Fred
    • June 13, 2018

    No need to apologize, and my bad, it’s not St Genevieve, it’s the “Bibliothèque Nationale” (ex-Impériale), I often confuse both, as they have been done by the same architect, Henri Labrouste (1801-1875).. As for copyrights,I think its pretty much in the public Domain.
    Anyway, hope it will eventually end up on sale, speaking of… just noticed a beautiful Haussmannian interior that would be a perfect backdrop for a character I’m working on.

    • Aerowalk
    • June 13, 2018

    Thanks a lot for a bitmap compression advice! It worked just fine!

  7. Great work, Are the flagstones photoscanned?

  8. @Jack: Yes. Which is why they look better here than in the V-Ray version.

    • Andreu Martínez
    • May 2, 2019

    Amazing work!!.. The stone floor tiles were done by you or you bought the texture?? If so, could you please tell me the site? Keep up the great work!!

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