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. She’s also wearing the base S5 skin.
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).
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…
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.
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.
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).