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Post Your Renders - #4: A New Hope
Posted: 19 January 2013 10:26 PM   [ Ignore ]   [ # 586 ]
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evilproducer - 19 January 2013 05:25 PM

I was playing around with my water shader. Fairly happy with the lighting except for the specular wet map. It doesn’t show as well as I had hoped. Could be my light rig to fake GI, or my settings in the Highlight/Shininess shader channel needs to be adjusted.

heya there’s some great stuff happening with this one/ The shader on the body is working really well - only falls down on the hand as far as I can see. The water looks great/ >maybe the white parts of the eyes could do with more sparkle and a little postwork where there forehead hair meets the skin? The hair itself looks very wet - great!

move over Bigh, who needs a towel ? smile

 

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Posted: 19 January 2013 10:28 PM   [ Ignore ]   [ # 587 ]
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Dartanbeck - 19 January 2013 08:57 PM

Messing around, trying various ways to get my multi-figure, custom morphed and styled Angelina Hair, by Goldtassel and Swam to render even a teensy weensy bit faster. Anything would help. It’s the alpha maps. If I remove alpha, zip… done. But with the three completely separate figures of hair, each with a lot of trans mapped in the alpha, for some reason it just slows rendering down immensely.

This is my main character and she’s had this hair as long as I’ve had Carrara. The hair and the variant on Anna Benjamin’s Kunoichi robe figure were my first projects in Carrara. Although they’ve seen many changes, they are really part of her now.

Well, I tried this and I’ve tried that. Many things that I’ve tried before - but they still don’t work in making that hair any faster - even at low render settings.
However, I was able to make it take a little longer, while producing much better results. I still need to manipulate some more tweaks. For instance, the In-Scattering is turning up too orangy. I’d like it to be less saturated. The transparency needs to be slightly stronger in places - which I’ll create a new map for. And let’s not even talk about that robe looking like plastic. I’m working on some new looks, so all of the clothing shaders were a quick and temporary alteration - anyways….

I ended up using all sorts of Carrara shader functions and mixing, multiplying and masking looking at various results. I never really had decent highlighting from a backlight off the hair. I blamed many things. Yesterday, however, I just replaced the alpha channel with one helluva transparency channel, with absorption and scattering, a bit of translucency and reflection and completely reworked my highlight/shininess channels. I also used a slight object blur post-render filter in the effects tab, which I’d like to optimize a bit more - as with all of the shader channels - but I love the changes so far. Problem is even worse now, however. Takes forever to render, even at low render settings. The new enhancements, as I knew they would, really prolonged the process. So next time I get free time to play with this, I’ll look towards fixing what I’ve started here, but also start fresh - and attempt anew at making a faster version.

This was done in beta 8.5 build 149 - the first time I tested it compared to the save issues I was having with 172. Hearing that folks are seeing build 132 in their downloads may get me to try one further regression - but I didn’t have the saving issue with this build.

can’t beleive you did that without post! you’ve achived that feeling of light falling through the window, dust etc. I guess you’ve tried turning off hair shadows to speed up the render time?

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Posted: 19 January 2013 11:37 PM   [ Ignore ]   [ # 588 ]
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Not eliminating shadows altogether, but no Soft Shadows on the hair.

Yeah, I try really hard to keep from needing (or wanting) post work - since all I ever do is animation. I know you can post animations quite easily, but Carrara has all of these cool filters and effects! Dust was generated for free. It came with the light cones! wink

I keep finding new fun effects to play with - just by studying parts of the panels in Carrara that I haven’t fully explored yet. Amazing what they have in here!

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Posted: 19 January 2013 11:41 PM   [ Ignore ]   [ # 589 ]
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heh yes my dust cost $3.95 - courtesy of some abr brushes !

dust is what a lot of renders lack I reckon - that and birds wink

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Posted: 19 January 2013 11:46 PM   [ Ignore ]   [ # 590 ]
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Here’s the older shader. This is one OLD picture - and her hair hasn’t changed much since.
I got Glynn Hair though… much better for me smile

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Posted: 19 January 2013 11:49 PM   [ Ignore ]   [ # 591 ]
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head wax - 19 January 2013 11:41 PM

heh yes my dust cost $3.95 - courtesy of some abr brushes !

dust is what a lot of renders lack I reckon - that and birds wink

Birds.
You’re absolutely right! Thanks to Emperor Ken, I can work towards correcting that mistake on my end! wink
Thanks for pointing that out!
I do go through and add all sorts of subtle details and animations that are only there for completeness. Makes a big difference

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Posted: 19 January 2013 11:55 PM   [ Ignore ]   [ # 592 ]
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Whoa, another cool old render I forgot about from when I first bought Carrara

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Posted: 20 January 2013 12:00 AM   [ Ignore ]   [ # 593 ]
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Hey Dart, a couple thoughts on the hair, just from what you mentioned.


You mentioned in-scattering. Are you using transparency with the alpha? That may be redundant. Try just translucency and the alphas instead.


The other possibility that jumps out at me is the light cone. Do you have the Light Through Transparency option selected? If so, disable it. Rendering the light cone with shadows should look good without the huge hit in render times.


About Carrara’s cool effects and filters, they are cool, but some of them are dog slow because they’re not multi-threaded. Especially the post render filters. Sometimes it’s faster, more reliable, and maybe better quality if you learn how to do them in post production- Especially if it’s an animation. I think you’ve mentioned Sony Vegas, and I don’t know what it can do, so maybe you’re limited as to what you can do for post-work.


I love what you did for the eyes in your still shot and I think you did a really great job of getting the velvet look on the long gloves/sleeves. I gotta be honest though, the shape of the hair is nice, but the texture looks kind of clay-like. You may be over-thinking it trying to get it perfect.


Edited to add that post render effects aren’t handled by render nodes either (at least in C7.2 Pro).

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Posted: 20 January 2013 05:50 AM   [ Ignore ]   [ # 594 ]
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Dartanbeck - 19 January 2013 11:49 PM

Birds.
You’re absolutely right! Thanks to Emperor Ken, I can work towards correcting that mistake on my end! wink

In addition to the lighting tweaks (that I am going to work on today), it was head wax’s images that made me realize what the Medusa At Sea scene was really missing. I might try some really low-poly models of seagulls (since they will be silhouettes, there is no need for detail).

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Posted: 20 January 2013 05:03 PM   [ Ignore ]   [ # 595 ]
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evilproducer - 17 January 2013 09:26 PM

A couple notes: You don’t need to use AG for the lantern light. You could just use a bulb light which may be easier to set up. A trick I use for getting a nice hot fire is to use the fire primitive (I always adjust the default colors) in conjunction with a bulb light centered in the fire and set to match the color of the fire. You may want to lower the default distance and also add falloff to suit your scene. I also enable the the 3D light sphere in the bulb’s effects tab, and in the editor I set the light sphere to realistic and adjust the diameter, intensity and quality to suit the look I want.

Finally getting around to making these tweaks to my scene (been playing a lot in LightWave lately). I’ll report back on the results and upload a new picture if it turns out nicely enough—I promised my friends I’d stop spamming them with this scene! wink

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Posted: 20 January 2013 06:07 PM   [ Ignore ]   [ # 596 ]
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evilproducer - 20 January 2013 12:00 AM

Hey Dart, a couple thoughts on the hair, just from what you mentioned.
You mentioned in-scattering. Are you using transparency with the alpha? That may be redundant. Try just translucency and the alphas instead.

I set alpha to ‘none’ when I switched to Transparency. By that time, I gave up on making it faster and went for better - which is why I added the translucency and reflection.

The other possibility that jumps out at me is the light cone. Do you have the Light Through Transparency option selected? If so, disable it. Rendering the light cone with shadows should look good without the huge hit in render times.

Big time. Whenever I use light cones, I’m just looking for the effect. If I need to use ‘Light through Trans’ I limit what is affected by that light - that hair never gets hit by such things.

About Carrara’s cool effects and filters, they are cool, but some of them are dog slow because they’re not multi-threaded. Especially the post render filters. Sometimes it’s faster, more reliable, and maybe better quality if you learn how to do them in post production- Especially if it’s an animation. I think you’ve mentioned Sony Vegas, and I don’t know what it can do, so maybe you’re limited as to what you can do for post-work.

Possibly. But when I’m talking about the hair, it is slow even in an otherwise empty scene - which is why I’m finally trying to optimize it. The Carrara effect possibilities may slow down the render times, but it’s not an obstacle, like that hair is.

I love what you did for the eyes in your still shot and I think you did a really great job of getting the velvet look on the long gloves/sleeves. I gotta be honest though, the shape of the hair is nice, but the texture looks kind of clay-like. You may be over-thinking it trying to get it perfect.

Thanks for this. I spent a lot of time on the eyes. The Cornea and eye surface took a quite a bit of trying to find the happy medium between alpha and the Highlight/Shininess ratios and settings. I don’t use much reflection, but some. Most of the effect is via Highlight/Shininess, while not making them too invisible - so the effect shows up.
I bet I am way over-thinking that hair. I don’t even want perfect. I just want it to look okay compared to Victoria 4 Rosie. The texture maps on Rosie are a snug 1000 x 1000 and the face map is even smaller. I’m not going for digital still excellence - since I think she looks great at the lower resolutions - especially in animations. If I could just get that hair to work, I’d be happy.

Thanks for your help. If you think of anything, please let me know.

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Posted: 20 January 2013 08:15 PM   [ Ignore ]   [ # 597 ]
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This is finally it - I think I can finally stop working on this now - though I didn’t get the low-poly bird sillohouetes (I always mispell this word).

At first, ep’s light sphere suggestion didn’t appear to work - didn’t see anything. So I tried vario-cross and could see that effect but it just didn’t look right. It didn’t belong. I went back to the light sphere and really cranked up the size parameter…that did the trick.

This is now in first place for being my favourite render thus far.

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Posted: 20 January 2013 08:54 PM   [ Ignore ]   [ # 598 ]
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Garstor - 20 January 2013 08:15 PM

This is finally it - I think I can finally stop working on this now - though I didn’t get the low-poly bird sillohouetes (I always mispell this word).

At first, ep’s light sphere suggestion didn’t appear to work - didn’t see anything. So I tried vario-cross and could see that effect but it just didn’t look right. It didn’t belong. I went back to the light sphere and really cranked up the size parameter…that did the trick.

This is now in first place for being my favourite render thus far.

That is awesome looking. great job.

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Posted: 20 January 2013 09:04 PM   [ Ignore ]   [ # 599 ]
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Garstor - 20 January 2013 05:50 AM
Dartanbeck - 19 January 2013 11:49 PM

Birds.
You’re absolutely right! Thanks to Emperor Ken, I can work towards correcting that mistake on my end! wink

In addition to the lighting tweaks (that I am going to work on today), it was head wax’s images that made me realize what the Medusa At Sea scene was really missing. I might try some really low-poly models of seagulls (since they will be silhouettes, there is no need for detail).

seagulls?

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Posted: 21 January 2013 12:22 AM   [ Ignore ]   [ # 600 ]
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Garstor - 20 January 2013 08:15 PM

This is finally it - I think I can finally stop working on this now - though I didn’t get the low-poly bird sillohouetes (I always mispell this word).

At first, ep’s light sphere suggestion didn’t appear to work - didn’t see anything. So I tried vario-cross and could see that effect but it just didn’t look right. It didn’t belong. I went back to the light sphere and really cranked up the size parameter…that did the trick.

This is now in first place for being my favourite render thus far.


well wow that looks not bad at all smile nothing like a few tweaks! The atmospeher really adds to the image - ocean shader looking good - good idea the terrain as ocean - works as animation as well - terrain shader I mean. I hav a few dots on my vdu - they actually lookd like small birds smile who needs seagulls wendy smile when you have a dirty comp screen.

great surf here today!

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