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The Historical Closet Thread
Posted: 10 October 2012 03:57 AM   [ Ignore ]   [ # 106 ]
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Baglet - 09 October 2012 06:25 AM

Gosh, that’s a beautiful dress. Nice to see the brocades in action. I need to get going on making things as I have several ideas in my head but want to try to make them conforming if possible. I’m creating ‘skins’ with coloured groups for to help with that.

Looks good…are the artifacts in the front of the skirt?

They’re all over the render. Like prison bars but in bright colours or large patches of one colour. Adjusting the detailed render options seems to get rid of them. I had no luck with the V3 classical set (or my V4 conversion) as the skirt split. There doesn’t seem to be an option for long skirts and knee-length causes problems. I’d imagine they will keep improving things as 4 to 4.5 had been good keeping the morphs. It might be better it they put front, back, left, right bones into skirts instead of leg bones - maybe an upper and lower set.

Can you post an image? It sounds like it could be a render setting issue rather than an autofit with the bars and location. Especially if the detailed render setting improve it. I agree it would be nice to have a long skirt option.

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Posted: 10 October 2012 06:38 AM   [ Ignore ]   [ # 107 ]
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Pendraia - 10 October 2012 03:57 AM

Can you post an image? It sounds like it could be a render setting issue rather than an autofit with the bars and location. Especially if the detailed render setting improve it. I agree it would be nice to have a long skirt option.

These are the ‘bars’. Settings are:
Vertical Bucket Order
Bucket size 32
Ray trace depth 7
Pixel Samples x 12 y 5
Shadow samples 16
Shading Rate 0.010
Pixel filter: Catmull-Rom
Pixel filter 5 x 5

I think I may have the pixel samples wrong. I’m used to Vue which has a range where 5 - 12 is a good compromise between speed and quality. So that may be a problem as it’s not the same thing here. I’m doing some experiments to see what works best.

The bars have gone but the skin comes out orange and there are orange points at other places. It looks like a pre-render calculating lighting.

New Settings are:
Vertical Bucket Order
Bucket size 16
Ray trace depth 4
Pixel Samples x 6 y 6
Shadow samples 10
Shading Rate 0.010
Pixel filter 4 x 4

 

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Posted: 10 October 2012 09:28 AM   [ Ignore ]   [ # 108 ]
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I’ve cured the orange skin by applying a different one. It was the default Genesis skin that came out orange so it may use some special feature.

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Posted: 10 October 2012 09:15 PM   [ Ignore ]   [ # 109 ]
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Okay, so today’s featured article on Wikipedia is Madagascar and I stumbled on this. I suddenly have a horrible and cruel desire for that outfit in Poser. O_O

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Posted: 11 October 2012 12:28 AM   [ Ignore ]   [ # 110 ]
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Baglet - 10 October 2012 06:38 AM
Pendraia - 10 October 2012 03:57 AM

Can you post an image? It sounds like it could be a render setting issue rather than an autofit with the bars and location. Especially if the detailed render setting improve it. I agree it would be nice to have a long skirt option.

These are the ‘bars’. Settings are:
Vertical Bucket Order
Bucket size 32
Ray trace depth 7
Pixel Samples x 12 y 5
Shadow samples 16
Shading Rate 0.010
Pixel filter: Catmull-Rom
Pixel filter 5 x 5

I think I may have the pixel samples wrong. I’m used to Vue which has a range where 5 - 12 is a good compromise between speed and quality. So that may be a problem as it’s not the same thing here. I’m doing some experiments to see what works best.

The bars have gone but the skin comes out orange and there are orange points at other places. It looks like a pre-render calculating lighting.

New Settings are:
Vertical Bucket Order
Bucket size 16
Ray trace depth 4
Pixel Samples x 6 y 6
Shadow samples 10
Shading Rate 0.010
Pixel filter 4 x 4

Just looking at the picture that’s definitely something to do with the way it’s rendering…just checking what my settings are now. Back in a minute or two…

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Posted: 11 October 2012 12:34 AM   [ Ignore ]   [ # 111 ]
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Using 3Delight

Bucket Horizontal
Bucket size 16
Max Ray Trace Depth 2
PIxel Samples x and y at 4
Shadow Samples 16
Gain and Gamma are both at 1
Shading Rate 0.5
Pixel Filter 6 for x and y

Hope that’s useful I don’t play much with things except for the shading rate so most of the others are likely to be defaults. IIRC there is a restore to defaults that you can click somewhere on the tab…sorry forget to look before I shut it down.

cheers

Pen

Edited to add I haven’t gotten orange skin before…what lights are you using?

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Posted: 11 October 2012 01:31 AM   [ Ignore ]   [ # 112 ]
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Are you using Raytraced shadows or deep shadow maps, Deep shadow maps are causing red and blue artifacts across renders, sometimes it helps to alter the camera angle a bit but not always.

 

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Posted: 11 October 2012 02:01 AM   [ Ignore ]   [ # 113 ]
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Pendraia - 11 October 2012 12:34 AM

Edited to add I haven’t gotten orange skin before…what lights are you using?

 

I’m trying your settings and they work well though I have set a small pixel filter to get a sharper image. The lights are one of my own sets made from standard DS area lights. That may be the problem as some skins are probably set up for the fancier sort of lighting.

 

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Posted: 11 October 2012 02:49 AM   [ Ignore ]   [ # 114 ]
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scorpio64dragon - 11 October 2012 01:31 AM

Are you using Raytraced shadows or deep shadow maps, Deep shadow maps are causing red and blue artifacts across renders, sometimes it helps to alter the camera angle a bit but not always.

I’m using shadow maps so I’ll try switching.

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Posted: 11 October 2012 02:49 AM   [ Ignore ]   [ # 115 ]
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Area lights give raytraced shadows so thats not your problem. Area lights give some of the best results IMO, so should work well with any textures. The other thing it could be though is the SSS settings on the skin, causing the orange glow.

edit

Do you mean distant lights when you say Area lights?

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Posted: 11 October 2012 03:34 AM   [ Ignore ]   [ # 116 ]
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scorpio64dragon - 11 October 2012 02:49 AM

Area lights give raytraced shadows so thats not your problem. Area lights give some of the best results IMO, so should work well with any textures. The other thing it could be though is the SSS settings on the skin, causing the orange glow.

edit

Do you mean distant lights when you say Area lights?

Yes, distant lights - area light is the Vue term. So many different renderers I get mixed up.

Have to go to physiotherapy now - hoping to get some movement back in my left arm.

 

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Posted: 11 October 2012 03:45 AM   [ Ignore ]   [ # 117 ]
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Good luck with the phisio.
Area lights are something different in DS.

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Posted: 11 October 2012 11:53 PM   [ Ignore ]   [ # 118 ]
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Baglet - 11 October 2012 02:01 AM
Pendraia - 11 October 2012 12:34 AM

Edited to add I haven’t gotten orange skin before…what lights are you using?

 

I’m trying your settings and they work well though I have set a small pixel filter to get a sharper image. The lights are one of my own sets made from standard DS area lights. That may be the problem as some skins are probably set up for the fancier sort of lighting.

 

Glad to hear that you have got it fixed. What settings to use as pixel filter that sounds interesting?

Could be something to do with the shader they used…

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Posted: 12 October 2012 04:06 AM   [ Ignore ]   [ # 119 ]
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Pendraia - 11 October 2012 11:53 PM


What settings to use as pixel filter that sounds interesting?

Could be something to do with the shader they used…

I tried again today and found the reverse. Pixel filter 4 came out better than pixel filter 2. So my guess was wrong. I may have moved the camera as the scene comes in with the camera placed wrongly.

It isn’t clear what is meant by pixel filtering. Is it anti-aliasing? I’m most familiar with Vue which has separate anti-aliasing for objects and textures and uses a min-max range to set this. Texture filtering slows the render so is only used if textures look too noisy.

Images are pixel filter 4 and pixel filter 2.

 

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Posted: 14 October 2012 01:21 AM   [ Ignore ]   [ # 120 ]
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Rosemaryr - 07 October 2012 04:53 PM

Thought I would share my latest image:  based on a combination of several of Lucas Cranach’s portraits.  The brocade used in the trim is (I’m pretty sure…) the one on page 3 posted by Baglet.
I made the hat, dress and the feather shafts in MD.  The feather is made in Poser’s hair room.  The neck chains were made in Zbrush using the new IMM brush on a curve (which make is really easy to lay them out in any position I want, whether around a neck or hanging from her hand).
Snood hair, of course, under the hat.

This is the first time I’ve been in the forums for ages - so very pleased to see everyone still active.  Rosemaryr, that is an absolutely fantastic image.  Cranach would be proud grin

Baglet, thanks for the pics of those gorgeous shoes as well.

Really must get round to rendering again.  It’s been all blogging lately and not much DS…

Hope everyone’s well!

Leander

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