3Delight Surface and Lighting Thread

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  • SzarkSzark Posts: 10,634
    edited July 2014

    that is what I meant wowie a disc and a plane are the same, a flat mesh with no edges, no thickness...by flattening a sphere you are creating and rounded edge, a bevelled edge is probably a better term

    Post edited by Szark on
  • wowiewowie Posts: 2,029
    edited July 2014

    Did some experiments today, mostly trying to setup non-skin materials.

    Thanks to mustakettu85's trick of using a geometry shell to cast shadows, I can finally have something that looks like real glass. The problem is similar to hair - how to properly cast shadows when you have both opacity and refraction. With hair, I 'fake' refraction by setting up up the material for the shell to allow some colored shadows.

    My glass material have a different problem. I want a very clear looking glass with refraction but if I upped the opacity, the glass gets murky. Upping the opacity color didn't help because it's already at pure white. So I simply make a geometry shell, set it to cast shaodws and fantom to enabled after making sure the real object doesn't cast shadows and the shell didn't have any offset.

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    1.jpg
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    Post edited by wowie on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited July 2014

    Glad to know that error isn't fatal and SSS will still work, Mustakettu85, thanks!


    You're welcome!

    Oh BTW, this may be important: I found out that the standard example script (and hence all the scripts made from it) does not work with shadow maps. It's easy to fix, though:

    Find this line in the rendertime script, it's in the shadow pass, not far from the beginning -

    
    var bKeepShadows = true;
    

    And set it to false. Then you can use DSM as well.

    ------

    I give up.

    100 000 hairs + subdivided genesis = 600 000 polys = 5 min with raytrace hider vs + 30 min with Reyes

    However I just discovered that Raytrace Hider + Pointcloud = 55 s...that is the killing combination it seems


    They've got one wicked raytracer now, huh? =) I thought nobody would be able to shake me off REYES, but it turns out the key is not REYES but 3Delight =)
    The only thing is that point cloud only does one bounce =(( I was somewhat surprised to read it on the 3Delight forums, but then I tested it, and it's true. It's okay for many purposes, but I prefer the look of at least two bounces.

    ------

    wowie said:
    Some renders studying Uber area lights.


    Cool! Are you using displacement on the knits?


    My glass material have a different problem. I want a very clear looking glass with refraction but if I upped the opacity, the glass gets murky. Upping the opacity color didn't help because it's already at pure white. So I simply make a geometry shell, set it to cast shaodws and fantom to enabled after making sure the real object doesn't cast shadows and the shell didn't have any offset.

    I have a freebie in the works that uses this method to get shadows from refractive objects, with a specialised shader mixer network to fake caustics... see attached render of a bottle.

    A specialised glass kind of shader would be written differently, with special opacity calculations for transmission rays. I'm working on one.

    ------

    It will be interesting to see how e.g. the Advanced Ambient light will turn out once IBL and IDL come into play

    Someone will have to pester AoA about updating it, then. As is, it's a nifty and cool AO shader, and that's basically that.

    The GI caching is certainly interesting and it is a close call compared to PointCloud from the speed on my Mac, but I am currently not using optimised shaders anyway

    The biggest change is the SSS, which may sometimes produce artefacts with the GI cache on. But not always; I think it's related to the geometry somehow. I've seen the artefacts on Gen3 figures, even SubD'd, but not on Genesis... Old shaders are doing fine (they aren't "physically plausible" by design, but with enough patience, they can simulate realistic materials well). For non-closeups, I find that even the ancient "skin" mode of the venerable DS default shader can give nice results with GI (de-reddening the diffuse still needed).

    ------

    I'm also attaching my take on the "Fiery Genesis" scene. It uses a sphere primitive to help with GI bounce (this is why the background looks different - and the camera finally has something to really DOF against, heh), raytraced shadows on lights (I put dzLights in and changed them around), full throttle SSS on skin (the lip shine is not the best, but I got bored, sorry), etc. All the materials are plain UberSurface. The hair is excluded from GI, but the transmapped collar is not. It's one of the slowest parts of the render. Anyway, it's 23 minutes on a quad core, what with five diffuse bounces, soft raytraced shadows through transparency, SSS, that collar, etc. I could share the file, if anyone wants. Don't try it with the REYES hider, though =)

    radiumfiery_moreglow_23min.png
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    bottleshadow.png
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    Post edited by Mustakettu85 on
  • wowiewowie Posts: 2,029
    edited July 2014


    Cool! Are you using displacement on the knits?

    Yes. But the MATs are the ones that came with it. I just dialled down the colors. It's only applied to the neck lining though, not the whole cloth.


    I have a freebie in the works that uses this method to get shadows from refractive objects, with a specialised shader mixer network to fake caustics... see attached render of a bottle.

    A specialised glass kind of shader would be written differently, with special opacity calculations for transmission rays. I'm working on one.

    I think it is also possible to do this with the hit mode adjustments of AoA's lights, though I haven't tried it. As you said, it's just a matter of modifying the shadow pass to ignore opacity settings.

    As for causitcs, the way it's currently implemented via shader mixer is very limited. Caustics color shouldn't be set by the camera, it should be formulated from the light and the object's material. Then we can get something very interesting effects. I'm thinking it may even be able to do dispersion quite nicely.


    I'm also attaching my take on the "Fiery Genesis" scene. It uses a sphere primitive to help with GI bounce (this is why the background looks different - and the camera finally has something to really DOF against, heh), raytraced shadows on lights (I put dzLights in and changed them around), full throttle SSS on skin (the lip shine is not the best, but I got bored, sorry), etc. All the materials are plain UberSurface. The hair is excluded from GI, but the transmapped collar is not. It's one of the slowest parts of the render. Anyway, it's 23 minutes on a quad core, what with five diffuse bounces, soft raytraced shadows through transparency, SSS, that collar, etc. I could share the file, if anyone wants. Don't try it with the REYES hider, though =)

    It's an obvious improvement. :)

    Post edited by wowie on
  • RenpatsuRenpatsu Posts: 828
    edited December 1969

    ...
    Renpatsu said:
    It will be interesting to see how e.g. the Advanced Ambient light will turn out once IBL and IDL come into play

    Someone will have to pester AoA about updating it, then. As is, it's a nifty and cool AO shader, and that's basically that.
    ...


    well ... as I read it he's busy to advance in that realm ...

    ...was on another thread where the topic of Irradiance and GI came up and someone mentioned that it is something which isn’t a feature of the AA light like it is with Poser lighting and UE..

    Is this something we might see in the future?

    Yes :) I have been actively working on some environmental and bounce lighting setups. Right now the indirect lighting part is faster than Uber but the environment/HDRI part is not so I want to work on it more.

    http://www.daz3d.com/forums/discussion/27675/P1425/#642344

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited July 2014

    Renpatsu said:

    well ... as I read it he's busy to advance in that realm ...


    Yes :) I have been actively working on some environmental and bounce lighting setups. Right now the indirect lighting part is faster than Uber but the environment/HDRI part is not so I want to work on it more.

    http://www.daz3d.com/forums/discussion/27675/P1425/#642344

    That's certainly interesting, but a bit puzzling to hear. The trace() shadeop does killer HDRI without much fuss (no fuss at all, actually; literally one line of code handles all my diffuse envlight and GI needs now). Okay maybe it's slower in the REYES hider than indirectdiffuse(), I cannot say for sure, but it gives awesome shadows from the environment map, and any built-in shadeop gotta be faster than manually piling up gather() constructs to sample that map for nice shadows... Unless he also wants the envlight to do specular, then all sorts of peril may await. I gave up on that route; it's way easier to use the envmap for glossy (blurred) reflection, and reflection is more "physically correct" than specular, anyhow. But that's just me; I am LAZY =)

    --------

    wowie said:

    I think it is also possible to do this with the hit mode adjustments of AoA's lights, though I haven't tried it.

    Nope, unfortunately, not with any of the precompiled shaders. Even when hitmode for the interaction is specifically "shader" (and it does not matter what sets it, the surface or the light; BTW, DS rendertime scripts will automatically set your surface to "shader" hitmode when you plug in any map in the opacity slot - even if it's a constant colour ;) ), it will only do what is coded there inside the shader, and none of these account for transmission ray opacity separately.



    As for causitcs, the way it's currently implemented via shader mixer is very limited. Caustics color shouldn't be set by the camera, it should be formulated from the light and the object's material. Then we can get something very interesting effects. I'm thinking it may even be able to do dispersion quite nicely.

    It gotta be possible to set up caustics the way you want in shader mixer, but - first of all, the very idea of a "network" gets too unwieldy once you're past anything basic; and then, having no source code for those "bricks" quickly gets old as well. I don't do shader mixer caustics at all.

    This network I have on the geometry shell of the bottle is pure oldschool fakery =) It has the "edge blend" brick controlling the transmission ray opacity, a colour multiplier, and the surface itself is invisible to the camera rays, which avoids artefacting. Which also means, unfortunately, that deep shadow maps won't see the shadow effect, since their rays are camera rays.

    You'd need a separate shader only active in shadow pass to target them, but I have not yet tested how reliable this is within DS.

    Anyway, again, throwing together very simple networks like this is where shader mixer excels. But anything more complex is best done via shader builder and render scripts.

    As for dispersion, yes it's possible, but with a lot of work still - dispersion is an inherently spectral effect, and currently we only have 3-tuple colours supported by 3Delight (like "RGB" or "HSV"). So there's a lot of fussing around required. Check out how one guy did it for another Renderman-compliant engine... http://forums.odforce.net/topic/4196-glass/page-4#entry29332
    UPD: and more info here, re:actual raytracing - http://forums.odforce.net/topic/4196-glass/page-3#entry28925

    In all honesty, I am too lazy to be bothered with doing anything to get proper photon-mapped caustics sorted out right now. I'm hoping the DNA team is going to come up with something amazing for the path tracer soon...

    Oh yeah, and I want an update to the built-in 3Delight =) I wrote a shader testing the array output of "glass-ggx" distribution of trace(), which compiles fine in the standalone, but not in DS...


    It's an obvious improvement. :)

    Haha, thanks =) I wonder why those tutorial scenes haven't been updated. Even REYES can do much better than the output of those. They're more like a disservice to the whole DS+3Delight combo.

    Post edited by Mustakettu85 on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    I got a request for the Fiery Genesis scene, so here it is!

    http://www.mediafire.com/download/65ximaz18sg65xr/Fiery_Genesis_-_Radium_version.duf // make your own icon =) //

    Bear in mind that unless you switch UE2 to AO and dial down max trace distance, it's best rendered with the raytrace hider and GI cache on, otherwise it's slooooow. Actually, soft raytraced shadows on the hair and collar are also slooow in the default hider, and depth maps look horrible on distant lights! So at least try using the "progressive" mode.

    Here is the post with my instructions on making a render script to use the raytracer with GI cache, in case someone missed them (scroll down, the instructions are in the comments to the code beneath the photon mapping kit):
    http://www.daz3d.com/forums/discussion/21611/P495/#642793
    And this small addition:
    http://www.daz3d.com/forums/discussion/21611/P570/#650436 - not relevant for this scene since it does not use deep shadow maps, but just in case.
    I also recommend using a better text editor than the Windows Notepad for editing scripts! Windows Notepad can mess up linebreaks somehow. I use this one: http://notepad-plus-plus.org/download/v6.6.7.html

  • wowiewowie Posts: 2,029
    edited July 2014


    Nope, unfortunately, not with any of the precompiled shaders. Even when hitmode for the interaction is specifically "shader" (and it does not matter what sets it, the surface or the light; BTW, DS rendertime scripts will automatically set your surface to "shader" hitmode when you plug in any map in the opacity slot - even if it's a constant colour ;) ), it will only do what is coded there inside the shader, and none of these account for transmission ray opacity separately.

    Well, I'm actually thinking the other way around. Have the light use the primitive hit mode for generating shadows, specific to just objects you want in the scene.


    As for dispersion, yes it's possible, but with a lot of work still - dispersion is an inherently spectral effect, and currently we only have 3-tuple colours supported by 3Delight (like "RGB" or "HSV"). So there's a lot of fussing around required. Check out how one guy did it for another Renderman-compliant engine... http://forums.odforce.net/topic/4196-glass/page-4#entry29332

    I always think it is possible, though it does require some hardcore level coding. But then again, I think it's also true for other renderers. You simply need a more accurate optical model.


    Haha, thanks =) I wonder why those tutorial scenes haven't been updated. Even REYES can do much better than the output of those. They're more like a disservice to the whole DS+3Delight combo.

    Well, if you look at the renderer options included, you'll see they sometimes don't even use gamma correction or set the gamma to 2.2

    Updated my glass MATs. I think I've finally understand how omnifreaker implemented refraction. I compared the result of his shaders with the DS default shaders and saw that enabling refraction always makes the glass edges too dark. So I did some more experiment with the 2nd layer specular/reflection combined with fresnel to lit those areas up.

    Renders with and without geometry shell as shadow caster. Reflective glass, refractive glass without reflection, base clear glass without reflection.

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    3.jpg
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    Post edited by wowie on
  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Thank you again! Your Fiery Genesis looks very good.

    I saw that shadow maps error, severity 2, last night, but it still kept working. I'll have to try your fix.

    The Hider script is really fast on some stuff with no Bounce GI UE2 (so no GI)... some scenes in under 4 minutes on an AMD 8350 8 core CPU using http://www.daz3d.com/catalogsearch/result/?q=sublime+illumination Full Spectrum Florescent preset. I'll have to re-render and post some as I didn't save them but it looks interesting and may be a big time saver for animation. I still suck at light placement, and more other things in Studio, but I'm getting my head more around it.

  • wowiewowie Posts: 2,029
    edited December 1969

    I still suck at light placement, and more other things in Studio, but I'm getting my head more around it.

    Might want to look at this:
    http://www.marmoset.co/toolbag/learn/character-lighting

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited July 2014

    And thank you for that link, Wowie!

    Here's Barefoot Dancer rendered with Kettu's Hider Script (I haven't tried the shadow maps fix yet), using the Sublime Illumination Full Spectrum Florescent lighting preset plopped in (I didn't tweak lights to get the glint reflection back in her eyes)

    Buckets 16
    Max Ray Depth 2
    Shadow samples 8
    Render time on an AMD 8350 8 core CPU/16 GB Ram
    3 minutes 35.61 seconds


    Same settings for Fiery Genesis (the old tute file, not Kettu's new one), again no tweaking to get the glint reflection back in her eyes and a render time of 57.9 seconds.
    I like how her skin looks with no tweaks.

    No real GI for both as I was using the default UE2 Occlusion/with shadows.

    NotSoFieryGenesisHiderScriptFullSpectrum.jpg
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    BarefootDancerHiderScriptFullSpectrumFlor.jpg
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    Post edited by Kevin Sanderson on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:

    Well, I'm actually thinking the other way around. Have the light use the primitive hit mode for generating shadows, specific to just objects you want in the scene.

    That would definitely work, if you only want simple shadows, without fake caustics or absorption - but only if we could set Os (the primitive opacity variable) separately from the shader one. As of right now, DS shaders conflate them. Exporting to RIB and editing the Os might help, but maybe not (won't help if the shader directly uses the Os value to multiply its opacity).


    wowie said:

    I always think it is possible, though it does require some hardcore level coding. But then again, I think it's also true for other renderers. You simply need a more accurate optical model..

    Yup, and - best - a dedicated shadeop in the renderer. That would be fastest.

    wowie said:

    Well, if you look at the renderer options included, you'll see they sometimes don't even use gamma correction or set the gamma to 2.2

    Oh yeah, most definitely. That's where the Poser dudes have an advantage over our favourite DS devs - they set up the recent versions of Poser to use proper gamma correction by default, and so folks are getting more realistic renders out of the box. And here in the DS world even some content vendors are stubborn in their unwillingness to switch.



    Updated my glass MATs. I think I've finally understand how omnifreaker implemented refraction. I compared the result of his shaders with the DS default shaders and saw that enabling refraction always makes the glass edges too dark.

    Your scenes look lovely! And it's interesting to know about Omnifreaker's refraction - if it does get dark at the edges, then it must be internally implemented as respecting actual Fresnel laws...

    ------

    Thank you again! Your Fiery Genesis looks very good.

    I saw that shadow maps error, severity 2, last night, but it still kept working. I'll have to try your fix.

    The Hider script is really fast on some stuff with no Bounce GI UE2 (so no GI)...

    You're welcome, and thanks! And yes it will be faster whenever there is complex raytracing.

    And if you're looking for more light sets to study, I have some in my freebies thread (see the signature for the link). Dead simple in their makeup, but quite versatile.

  • wowiewowie Posts: 2,029
    edited December 1969


    Your scenes look lovely! And it's interesting to know about Omnifreaker's refraction - if it does get dark at the edges, then it must be internally implemented as respecting actual Fresnel laws...

    I do believe so but I still wish he documented his shaders better. It's like having all the tools but not knowing how each are tied to each other. So, it's not just entering an IOR value and expect things to work. You need to tweak the specular and fresnel to match.

    Now that I understand them, I do appreciate the flexibility though. With his shaders, there's more flexibility to achieve certain materials that is simply not possible with other shaders.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    wowie said:

    I do believe so but I still wish he documented his shaders better. It's like having all the tools but not knowing how each are tied to each other.
    .

    Precisely.

  • wowiewowie Posts: 2,029
    edited December 1969

    Another test shot.

    I did have to upped the ray trace depth to 8 to get all the refractions showing. Rendered in about 3 and half minutes with my 4770K. Still need to tweak the settings on the cork and corkscrew. There was a time where I didn't think such scenes is possible with DS.

    5.jpg
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  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    wowie said:

    As for causitcs, the way it's currently implemented via shader mixer is very limited. Caustics color shouldn't be set by the camera, it should be formulated from the light and the object's material. Then we can get something very interesting effects. I'm thinking it may even be able to do dispersion quite nicely.

    That is not the case. The camera in shader mixer just activate all needed requirements for photon mapping. The rest is handled by materials and light. Photon mapping is the only way right now for Caustics

    @Kettu and wowie : nice renders both

  • SzarkSzark Posts: 10,634
    edited December 1969

    wowie said:
    Another test shot.

    I did have to upped the ray trace depth to 8 to get all the refractions showing. Rendered in about 3 and half minutes with my 4770K. Still need to tweak the settings on the cork and corkscrew. There was a time where I didn't think such scenes is possible with DS.

    excellent what light rig have you got going if you don't mind sharing. That I pretty awesome.
  • wowiewowie Posts: 2,029
    edited July 2014

    Szark said:
    excellent what light rig have you got going if you don't mind sharing. That I pretty awesome.

    A couple of UberArea lights, no other lighs is used. The 'room' is actually the elevator from 'Elevator Hallway'. I simply put some UberArea to simulate lights reflecting off the walls. I've set the intensity to 520% with a color of 192,192.192.

    All the objects use UberSurface2 but I've customized the settings a lot around my understanding of PBR values. I think I wrote some recommendations a few pages back. Glass has always confused me though, since I haven't been able to figure out how refraction, opacity, specular/reflection and fresnel work together. Now I can gladly consider that solved.


    That is not the case. The camera in shader mixer just activate all needed requirements for photon mapping. The rest is handled by materials and light. Photon mapping is the only way right now for Caustics

    Well, I'm talking about this example here.
    http://www.youtube.com/watch?v=FwCHxSTlOQo

    I know there should be a way to use the colors from the material, but I think more setup is needed. Of course, the example is meant to be simple since it was meant to show that caustics is possible with DS, just not how to set it up accurately.

    Post edited by wowie on
  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Speed testing continues. Using Kettu's Hider Script with his version of Fiery Genesis - Radium... tried one with The extra GI sphere and one without. UE2 was set to Occlusion - Soft Shadows instead of Bounce GI for both renders.

    One without GI sphere rendered in 3 minutes 2.3 seconds.
    One with GI sphere rendered in 2 minutes 58.98 seconds.

    Max Diffuse Bounce Depth 2
    Max Specula Bounce Depth 1
    Bucket Size 16
    Max Ray Depth 2
    Shadow Samples 8

    Everything else default

    FieryGenesis-Radium-Hider-GISphere.jpg
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    FieryGenesis-Radium-Hider-NoGISphere.jpg
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  • wowiewowie Posts: 2,029
    edited July 2014

    Speed testing continues. Using Kettu's Hider Script with his version of Fiery Genesis - Radium... tried one with The extra GI sphere and one without. UE2 was set to Occlusion - Soft Shadows instead of Bounce GI for both renders.

    One without GI sphere rendered in 3 minutes 2.3 seconds.
    One with GI sphere rendered in 2 minutes 58.98 seconds.

    Max Diffuse Bounce Depth 2
    Max Specula Bounce Depth 1
    Bucket Size 16
    Max Ray Depth 2
    Shadow Samples 8

    Everything else default

    I like the bottom one. I think it has more 'dynamic' between lit and shadowy areas. Plus just some hints of specular. They are too dark though.

    Post edited by wowie on
  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    And two with the UE2 Bounce GI enabled... one without Kettu's GI Sphere, the other with the GI Sphere, again using Kettu's version of the Fiery Genesis using Dz Lights.

    Settings the same as above.

    UE2 Bounce GI but no GI Sphere
    Rendered in 5 minutes 40 seconds

    UE2 Bounce GI with the GI Sphere
    Rendered in 6 minutes 47.49 seconds

    Pretty fast in DAZ Studio for GI!

    FieryGenesis-Radium_UE2BounceWithGISphere.jpg
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    FieryGenesis-Radium_UE2BounceNoGISphere.jpg
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  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited July 2014

    Yep, Wowie, they are a bit dark. I haven't fiddled with Gamma yet. The last one with all the GI is probably the best. The lightest seems to be the first one. When they render, she is coal black until the beauty pass hits, but they could work in a movie type setting. I was watching the film "Looper" last night and it was shot outside and indoors. All the indoor shots are dark like the renders.

    Post edited by Kevin Sanderson on
  • wowiewowie Posts: 2,029
    edited December 1969

    Yep, Wowie, they are a bit dark. I haven't fiddled with Gamma yet. The last one with all the GI is probably the best. The lightest seems to be the first one. When they render, she is coal black until the beauty pass hits, but they could work in a movie type setting. I was watching the film "Looper" last night and it was shot outside and indoors. All the indoor shots are dark like the renders.

    Ah yes. I suspected as much.

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited July 2014

    Wowie, here's Kettu's Fiery Genesis - Radium with Gamma set at 2.2... all other settings as above.
    Rendered in 6 minutes 45.19 seconds, AMD 8350 8 core/16GB Ram using Kettu's lighting setup with Dz Lights, and UE2 Bounce GI and Kettu's GI sphere.

    FieryGenesisRadium_Hider_Gamma2.2_.jpg
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    Post edited by Kevin Sanderson on
  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    @Kettu and wowie : nice renders both

    Thank you! Would you consider posting any of your RiCurves test renders here that you mentioned earlier?

    ------

    Wowie, here's Kettu's Fiery Genesis - Radium with Gamma set at 2.2... all other settings as above.

    Yup, I designed the lighting for gamma 2.2. I should've mentioned this, but I forgot because it's my default setting =)

    Looked the two images (my original and this one of yours) over side by side, and they support my observation that in many cases, two diffuse bounces is visually enough, particularly when the key element of the image is lit directly.

  • wowiewowie Posts: 2,029
    edited December 1969

    Wowie, here's Kettu's Fiery Genesis - Radium with Gamma set at 2.2... all other settings as above.
    Rendered in 6 minutes 45.19 seconds, AMD 8350 8 core/16GB Ram using Kettu's lighting setup with Dz Lights, and UE2 Bounce GI and Kettu's GI sphere.

    Yep. It matches mustakettu's render. Thanks for the render times. Judging by your machine specs, it would probably take about the same time on mine.

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Thanks, Kettu and you're welcome, Wowie!

  • Kevin SandersonKevin Sanderson Posts: 1,643
    edited December 1969

    Here's a basic test animation... took a couple hours to render 24 frames, at around 6 minutes 30 seconds per frame. Looped the resulting 1 second several times.

    http://youtu.be/ILsR443OhOE

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    @Kettu : no problem.

    Nothing worth seeing. I didn't find the ones with the genesis; I don't think I saved it as it was just a test but I found a 4K render. This one took 25 min if I remember correctly

    As the original is 7,5 Mb in jpeg I reduced it to quater size to post here

    Scene_35_quatersize.jpg
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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited December 1969

    Here's a basic test animation... took a couple hours to render 24 frames, at around 6 minutes 30 seconds per frame. Looped the resulting 1 second several times.

    http://youtu.be/ILsR443OhOE

    Awesome =)


    @Kettu : no problem.

    Nothing worth seeing. I didn't find the ones with the genesis; I don't think I saved it as it was just a test but I found a 4K render. This one took 25 min if I remember correctly

    Neat! Is that a lens flare or?..

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