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are you rendering on CPU? I have an iray able gpu but its rendereing rather fast, and not even that poly intensive as most of the walls are one surface and the struckture comes from a normal map, so probably something else that might slow you down?
Nope, GPU. It's not even taking up that much memory... I used that Iray script to reduce all textures to 1/4 size, the scene only takes up 1.5 GB... and it's still running like mud. I've tried architectural rendering, setting max path to 5, shutting off the atmospheric effect, and of course I'm doing it in Memory because of the instances. But... grind grind
I'm somewhat at a loss; rendering it in 3dl, it's fine (not that that means MUCH, but...)
It seems to be linked to camera 12. Huh.
thanks ... got most of that already, but the detail and charm of Stonemason's models leads me to believe that the quality and uniqueness of his creation (if he were to do one) would be in a league of it's own ... both in details and the artistic merit
BTW, this looks excellent in 3DL; it triggers my periodic (though fading) urge to start messing around with 3DL again. ;)
FINALLY got it working! And tossed in the much maligned Daz Big Cat (sniff)
Some mild postwork to enhance detail
I'm in love, this is awesome!
This is one of the very few times where the render results I'm getting look pretty much just like the promos.
(Note with 3DL: it looks great with AoA atmospheric camera EZ Fog at 1% strength)
And now in 3dl! Though I resorted to do some artsy postwork, because I just find 3DL skin really unsatisfying (the actual buildings and stuff look great)
Wow, Will. I love your render. You really are a master of 3DL.
looking good Will, I like your postwork idea there, I had a look at the 3DL version as well, they are looking really good, the light does need some work though. I was thinking in the same direction as you Will, I'll probably post somthing later
If you just use some form of haze or fog camera, the default 3dl presets look really good.
Most of the work was my preference for AoA lights and trying to get the dude to not look like a vinyl figurine.
mutter
If you just use some form of haze or fog camera, the default 3dl presets look really good.
Most of the work was my preference for AoA lights and trying to get the dude to not look like a velvet figurine.
mutter
Lol, we could start a discussion about skins again, but I think we shouldn't, at least not here
I just find that and the transmap hair issue so frustrating because OTHERWISE I love 3dl rendering.
My god, that does look good in 3DL. What a pleasant surprise.
This set looks just phantastic. Incredible. In 3DL and Iray.
But now, as we have such wonderful street scenes we urgently need some decent, authentic Arabian clothes. It's almost a sacrilege to put this Hollywood-'Harem'-style stuff into such a perfect and carefully created environment. Where is the update of V4/M4-'Moroccan Dreams' for G3M/G3F/G8F???
Absolutely gorgeous set, but a bit pricey.
Any interiors? Doors poseable?
No interiors, and the doors don't open (though if you're willing to use the geometry editor, you could get it done on most of the doors (plenty of polys) - would need to choose your angle and/or add in new doors)
There are, however, a lot of different buildings and angles so you more than get your money's worth for how many scenes you could make out of it.
I can get Moroccan Dreams to fit G3, but yeah, it could do with an update - especially for the textures.
I also thought it was pricey (compared to his other products), but put this in perspective ... given the labor involved, the high quality and the cost of the equivalent anywhere else on the net ... it's clearly a bargain
Openable doors probably increase the complexity of designing it by several multiples -- they are already (justifiably!) at the high end of the price point as it is.
Do you think most of Stonemason's customers will pay 2-3x as much?
And, at that, it's not just doors that open, then you have to have interiors and backsides of all the objects. Woof.
Having said all that... it WOULD make life a little easier if we had a few of the doors as freeform objects we could jury rig into scenes. I tried just sort of faking it, but the problem I run into is that none of the door objects I have have a consistent look with the environment.
(Among other things, the texture for at least one door has metal and other elements baked into the map, which makes it trickier to kitbash)
Had a quick go - didn't use good lighting - just an example of kicking the door in.
Not perfect, but with a bit more effort I could tidy it up. The angle is important here since the doors are still paper-thin. Though exporting to blender and extruding, then placing that behind the paper door could solve that a little, if one didn't get too close (or else wanted to uv-map and texture the new bit - a shader might do).
Some of the doors run over into the wall in terms of polys, others like this one are easier to remove.