@Mark: Oy, more turkey? That’s a very good job. The DOF looks good, with the exception of the tiles on the wall. They’re a bit, off. What, no knife or fork?
Actually that’s not DOF. What that is, is an HDRI used as a backdrop and unfortunately that one was the highest resolution of that particular HDRI. So there wasn’t much I could do about how the background looks, at least not that I’m aware of since I had the HDRI quality at 256 and the RPP at 256. As for a knife and fork, bah, birds are finger food.
But be aware, neither the quality setting of the HDRI or the RPP will have any impact on the resolution of the HDRI.
Quality determines the number of simulated light sources generated by the HDRI and is used to overcome shadow banding issues. I recommend quality 16 for a starting point. Then increase incrementally.
Using RPP of 256 is only really required for TA rendering or in extreme cases where blurred reflection and blurred transmission effects are joined with high luminance value for Specular Halo (this value being responsible for the level of blurring). Lots of blur lots of noise. TA = lots of noise.
If TA rendering is used, HDRI quality should be set to 16. TA combined with HDRI direct light (as opposed to TA optimised light) = massive render times.
Which if that sounds complicated, then at least that justifies all the tutorials on this topic.
A few days of work and I see I’m behind on events. Well, here’s where I am with my skin project. Here I’ve combined my SSS method with the skin so far to see if that adds anything. I’ve patched the hair in with an object mask, since the focus is skin at the moment. I’ve also not had chance to contemplate Rashad’s importing instructions. So I am aware of the mesh resolution issues. Focus on the skin. How does this skin look?
Click thumbnail to see full-size image