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..r.unning a test with spectral rendering turned off now.
...thank you. I am doing ths as a tribute to Draagonstorm (the character's albino skin was created with Skin Builder Pro for Genesis/G2F which she collaborated with Zev0 on) Just wish I could get the hair looking better.
When I tested the UHT2 shaders I managed to produce this, apparently because I did something wrong (the grey version in one of my posts below on the same page is correctly done), but I'm not sure what it was.
http://www.daz3d.com/forums/discussion/comment/1340551/#Comment_1340551
...OK got the results, and the test with Specular Rendering turned off took 5h:48m to get to about the same convergence (99.05% with 8,212 iterations) saving only about 2 hours over the previous test. There is a slight difference in teh appearance, however I need to take a closer look at the two different tests when my eyes are not as tired.
...yeah, I notice the white hair looks more "translucent".
Here is what true albino hair should look like:
Basically the hair has no melanin (basically colourless) so it appears "white" in most light. Sadly there seem to be no really good white hair textures for transmapped strip textured hair as they all tend to come out more grey or silver when rendered. Removing the colour map and going to a stark white 255,255,255 often removes the finer hair details so it loses depth and looks flat. Apparently I fear to get an accurate appearance might mean having to use fibremesh.
You probably need to start at 0.8, 0.8 0.8 and work you why up for white hair for the shades of white.
might not hurt to put a very slight shade of yellow in the color chip next to the base color. It looks very slightly yellow to me. And I know someone who's albino. Anyone whose hair appears bright white is using a lavender or blue rinse ;). Hair with no color is ever-so-slightly yellow.
Laurie
...this will not work with most white transmapped hair shader maps as many use photo based textures that are already set to 1.0, 1.0, 1.0 and would only look "greyer". I would effectively have to create my own custom hair textures which is beyond my expertise. Again, if I simply delete the shader map, I pretty much lose all detail as well and the hair just looks like a flat white shape even though the bump and cutout opacity maps are still there.
If I had the extra 50$, I'd get LAMH as that at least will convert to Fibremesh for Iray which is a little more "render time friendly". For Garibaldi I have to convert to a .obj which as I mentioned, ramps up the poly count to ludicrous values (especially for long hair like the character has).
stupid me apparently i have been using it in cpu mode only (but even so it acutally does pretty good render times for cpu only)
i have a 960 gtx so upadating my drivers (thought for some stupid reason my internet is deciding to be slow on me today) but wiil hopefully see massive improvements once i get gpu rendering working LOL.
Is the render studio infinite cove already fixed in this version? Many people posted that it looked not smooth in the new DS update.
It broke in DS 4.9.3.166, AFAIK that's still the current official version.
I thought there was something funny going on when 100% convergence was reached on mine quickly. I am running 2x GTX980TI cards and when 100% is reached it still looks a bit grainy than before the update. I am considering making my 980TIs run outside of the box and run a 1070 inside the box but if the grain is still there I may just drop that idea.
I am glad I am not going crazy and it seems you all are experiencing it too. Faster renders but more noise/grain.