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Genesis Render Thread
Posted: 22 August 2012 09:58 AM   [ Ignore ]   [ # 61 ]
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A couple of recent ones by me.

The girl on the deck has no character morphs dialed (body or head). It’s just PBM’s dialed on the base Genesis figure.

The girl on the beach has some S5 dialed on the body and some Keira dialed on th head. Of course, there are a few othe dials spun. grin She’s also wearing the base S5 skin.

Both were rendered with UE2.

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Posted: 22 August 2012 10:22 AM   [ Ignore ]   [ # 62 ]
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cwichura - 22 August 2012 09:51 AM

I render using LuxRender, which has native support for network rendering.  So far, my longest running render took about 90 hours (master plus one slave)...  (Discovering the Sword in the Stone, which has two volumetrics in it: a homogenous volume for the fog creating the “ray of light” effect on the sword and a clear volume for the water)

King to A5 (NSFW) was another long one, keeping the master plus two slaves (all fast i7 machines) running for a bit over 62 hours.  Again, volumetrics were used (all the chess pieces are glass2 clear volumes).

Gorgeous!

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Posted: 22 August 2012 11:04 AM   [ Ignore ]   [ # 63 ]
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Greetings,

bigh - 22 August 2012 05:01 AM

45 hours + for a render - you are ...

Heh!  I work during the week, so on the weekend, I do a ton of micro renders (300x423) then on Sunday night I start a 1536x2165 render, using full UE2, etc., etc…


I don’t really get time to do anything at night (playing with kids, coding, etc.) so it’s okay for my computer to be chugging away.


I hadn’t expected this one to take quite so long, but once I started getting to the meat of the image I liked it so much I had to let it finish.  It’s at 82% now, and might be done by the time I get home tonight…


— Morgan

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Posted: 22 August 2012 01:13 PM   [ Ignore ]   [ # 64 ]
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SciMage WarMummy is an example of using Genesis to make old content work in DS4.  The mummy costume has all its morphs stored in a .pmd file instead of the CR2, and when you I load it on a V4 figure in DS4P, the moment you move a morph slider, it blows up into millions of explodie bits (the vertices explode in all directions).  And I don’t own Poser, so I can’t load it up and re-save it without the binary .pmd morph file.  However, it converts reasonably well when auto-fit to Genesis, where you can then use any morph you want without it exploding.

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Posted: 22 August 2012 02:12 PM   [ Ignore ]   [ # 65 ]
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A couple more from me.  One a nice buff cowboy with M4 shape mix in Genesis & the next my try at creating Reby Sky with Genesis & V4 shape

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Posted: 22 August 2012 03:49 PM   [ Ignore ]   [ # 66 ]
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fireman render in Bryce

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Posted: 23 August 2012 01:17 AM   [ Ignore ]   [ # 67 ]
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would you like a good night kiss

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Posted: 23 August 2012 05:53 AM   [ Ignore ]   [ # 68 ]
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cwichura - 22 August 2012 01:13 PM

SciMage WarMummy is an example of using Genesis to make old content work in DS4.  The mummy costume has all its morphs stored in a .pmd file instead of the CR2, and when you I load it on a V4 figure in DS4P, the moment you move a morph slider, it blows up into millions of explodie bits (the vertices explode in all directions).  And I don’t own Poser, so I can’t load it up and re-save it without the binary .pmd morph file.  However, it converts reasonably well when auto-fit to Genesis, where you can then use any morph you want without it exploding.

Nice, I really like the glowing script effect, and that was a neat trick to get it working in Reality.

 

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Posted: 23 August 2012 04:39 PM   [ Ignore ]   [ # 69 ]
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Old Man M5

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Posted: 23 August 2012 04:48 PM   [ Ignore ]   [ # 70 ]
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Excellent. Where?

Or was it done with existing morphs?

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Posted: 23 August 2012 05:09 PM   [ Ignore ]   [ # 71 ]
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JOdel - 23 August 2012 04:48 PM

Excellent. Where?

Or was it done with existing morphs?

The texture is from http://www.daz3d.com/shop/aged-for-v4-m4

the morphs are the M4 morphs+ imported with GenX.

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Posted: 23 August 2012 08:14 PM   [ Ignore ]   [ # 72 ]
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a Hunter

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Posted: 25 August 2012 01:36 AM   [ Ignore ]   [ # 73 ]
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Might Moe vers the Hunter - who will Win

 

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Posted: 25 August 2012 02:03 AM   [ Ignore ]   [ # 74 ]
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JOdel - 22 August 2012 09:48 AM
bigh - 22 August 2012 05:01 AM

45 hours + for a render - you are ...

My record so far is 10.5 days (and nights). Of course I ended up having to do it in pieces, so that was the total, but one of the trees alone was something like 5 days and nights.

Of course that was using DS3A in 32-bit (since that’s all there was for the Mac) Not sure how long it would taske on DS4Pro in 64-bit, but it still wouldn’t be quick.

If you really want to seriously kill rendering time, use a bunch of Xfrog trees and plants.  The evergreens are especially nasty as Xfrog uses transmaps for all of the needles.  Raytracing iterations have to go way up, otherwise you start to get “blocks”.  I did a render in Dec2011 containing over a dozen Xfrog evergreens, with some overlapping, in a winter setting.  I stopped monitoring it after 2 weeks - 64-bit 3Delight Standalone, 8-cores (Dual Xeons 4 Cores ea), 32 Gb RAM (16 Gb per CPU).

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Posted: 25 August 2012 02:05 AM   [ Ignore ]   [ # 75 ]
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Haha! Cool predator!! smile Like the Old man m5 he’s very distinguished… What morphs and/or maps did you use? (Assume you used a displacement map)

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