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Daz 3D Forums > 3rd Party Software > Blender Discussion

Show us your Blender Renders

«1…3456789…25»

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  • nicsttnicstt Posts: 11,714
    August 2020

    Not really sure which aspect ration I prefer, although I'm leaning towards landscape

    Sanctuary 04.png
    1526 x 2160 - 5M
    Sanctuary 06 half size.png
    1536 x 864 - 2M
  • mal3Imagerymal3Imagery Posts: 678
    August 2020
    flaviudecean said:
    mal3Imagery said:

    Yay a Blender thread :P  Here's one for the Blender thread :)

    Edit: For anyone curious what viewport looks like :)

    My salt and pepper gent.

    Wow. The whole render is impressive.

    But may I ask about the shirt, please? If it's a Daz item, which one is it? Where does the realistic thicknss come from? Is the shirt mesh more complex than the usual 0 thickness material, or is it done with a rendering trick? Thank you!

    It's my own shirt I made.

    I recently became a PA so this product will arrive soon in the near future wink

  • wolf359wolf359 Posts: 3,613
    August 2020
    A few recent EEVEE renders.
    ROBOT B .jpg
    1920 x 1080 - 571K
    RTC SHOT .jpg
    1920 x 1080 - 660K
    HIG WIDE SHOT.jpg
    1920 x 1080 - 498K
  • nicsttnicstt Posts: 11,714
    August 2020
    mal3Imagery said:
    flaviudecean said:
    mal3Imagery said:

    Yay a Blender thread :P  Here's one for the Blender thread :)

    Edit: For anyone curious what viewport looks like :)

    My salt and pepper gent.

    Wow. The whole render is impressive.

    But may I ask about the shirt, please? If it's a Daz item, which one is it? Where does the realistic thicknss come from? Is the shirt mesh more complex than the usual 0 thickness material, or is it done with a rendering trick? Thank you!

    It's my own shirt I made.

    I recently became a PA so this product will arrive soon in the near future wink

    If it's Daz soon, then you're in trouble. laugh

    Agreed though, it does look great.

  • the5amkebabthe5amkebab Posts: 103
    August 2020

    Trying to get better in Eevee, I'm struggling with the lighting in most cases, its so different to path tracers. But when in doubt, just add bloom and volumetrics lol.

    cyberpunk eevee 2.jpg
    1920 x 1080 - 1M
  • wolf359wolf359 Posts: 3,613
    August 2020
    the5amkebab said:

    Trying to get better in Eevee, I'm struggling with the lighting in most cases, its so different to path tracers. But when in doubt, just add bloom and volumetrics lol.

    Excellent!
  • Singular3DSingular3D Posts: 369
    August 2020
    the5amkebab said:

    Trying to get better in Eevee, I'm struggling with the lighting in most cases, its so different to path tracers. But when in doubt, just add bloom and volumetrics lol.

    This looks great! Why Eevee and not Cycles? 

  • nicsttnicstt Posts: 11,714
    August 2020

    I've tried Eevee, and I just prefer Cycles.

  • the5amkebabthe5amkebab Posts: 103
    August 2020
    wolf359 said:
    the5amkebab said:

    Trying to get better in Eevee, I'm struggling with the lighting in most cases, its so different to path tracers. But when in doubt, just add bloom and volumetrics lol.

     

    Excellent!

    Thanks!

     

    Singular3D said:
    the5amkebab said:

    Trying to get better in Eevee, I'm struggling with the lighting in most cases, its so different to path tracers. But when in doubt, just add bloom and volumetrics lol.

    This looks great! Why Eevee and not Cycles? 

    Thanks! I want to make a short 5 - 10 minute story kind of like that show "Love, Death and Robots" so I need to get good at Eevee, or Redshift RT which looks like it will be even better. This was a fairly heavy scene and took nearly 3 minutes with an RTX 2070S, it would easily take a couple of hours in Cycles. I'd usually render in layers to speed up render time and composite in AE but even with depth passes, mist passes and photoshop tricks I know I still couldn't get the same effect of the lights interacting with the volumes.

     

    nicstt said:

    I've tried Eevee, and I just prefer Cycles.

    Same, I prefer Cycles in every way except render time lol. Redshift RT might be answer to both when it's here, won't be cheap though.

  • nicsttnicstt Posts: 11,714
    August 2020
    the5amkebab said:
     
    nicstt said:

    I've tried Eevee, and I just prefer Cycles.

    Same, I prefer Cycles in every way except render time lol. Redshift RT might be answer to both when it's here, won't be cheap though.

    It's coming to Blender?

  • the5amkebabthe5amkebab Posts: 103
    August 2020
    nicstt said:
    the5amkebab said:
     
    nicstt said:

    I've tried Eevee, and I just prefer Cycles.

    Same, I prefer Cycles in every way except render time lol. Redshift RT might be answer to both when it's here, won't be cheap though.

    It's coming to Blender?

    Yea, I think its already available for some people as an experimental build and public release is coming in weeks apparently. http://www.cgchannel.com/2020/07/sneak-peeks-redshift-rt-redshift-on-metal-redshift-for-blender/

  • wolf359wolf359 Posts: 3,613
    August 2020
    Of course cycle looks better ( for most things) being it is a true Path tracer,like Iray

    As an animator, I moved to Blender because of EEVEE and its ability to render hundreds of frames in minutes instead of hours

    For Commercial, work for any paying client who demanded Cycles quality, I would upload my packed .blend file to the "Concierge" render farm service for Blender and charge the cost to the client as would be already stipulated in my contract terms
    The said it, is possible to get decent render speed out of Cycles with really low sample rates if you first set up the new Denoise node in the compositor before rendering.

    This animation is actually a cycles render at 12 SAMPLES per frame!! with with denoising the muzzle flashes were added in the free Davinci Fusion suite.
  • j cadej cade Posts: 2,310
    August 2020 edited August 2020

    A quick test/comparison

     

    cycles and luxcore 

    materials are almost 100% default diffeomorphic for cycles I tweaked the glass for cycles. for lux: glass again + you'll notice it doesn't pick up cycles tiling (or at least the version I have installed doesnt) I fixed it for the floor but didnt bother anywhere else

    lux I set to stop at 5 minutes 

    cycles you can't really set a time limit so I guestimated the number of samples and the rende ended up taking a whole 6 min 59 secs.

    both obviously use some heavy duty denoising, but both their denoisers take textures into account unlike the current Iray setup so texture details don't mess up in the same way

     

    both lit by sunlight coming through the window with no added light faking (okay cycles uses simplify to switch to ao after the 3rd bounce)

     

    as long as you're not trying to do sss, where its like iray but 10 times more confusing Lux is pretty dang nice

     

    and for fun Iray rendered for 7 minutes with its denoising. not even close lol. just the textures either look at the panelling on the door

    venez cycles.jpg
    1920 x 1080 - 313K
    venez lux.jpg
    1920 x 1080 - 301K
    venez iraylol.jpg
    1920 x 1080 - 800K
    Post edited by j cade on August 2020
  • PadonePadone Posts: 3,020
    August 2020 edited August 2020

    @jcade Just out of curiosity and to be fair. Did you disable texture compression in iray ? I mean max the thresholds. I agree that the iray denoiser tends to blur details especially on low iterations, while cycles doesn't because of the albedo buffer. But in iray texture compression could affect the textures quality as well. Then cycles doesn't get texture compression.

    Post edited by Padone on August 2020
  • j cadej cade Posts: 2,310
    August 2020
    Padone said:

    @jcade Just out of curiosity and to be fair. Did you disable texture compression in iray ? I mean max the thresholds. I agree that the iray denoiser tends to blur details especially on low iterations, while cycles doesn't because of the albedo buffer. But in iray texture compression could affect the textures quality as well. Then cycles doesn't get texture compression.

    texture compression was disabled and if you look at the door there are elements that are solid *mesh* that got completely distorted. those details on the door are modeled and Iray's denoising completely kills them 

     

    I'm pretty sure some of it is that the underlying Iray image is very possibly noisier - It only hit 202 iterations 

  • PadonePadone Posts: 3,020
    August 2020

    @jcade It was just to be sure of a fair comparison. The fault of the iray denoiser is that it only relies on the beauty canvas, so it loses details easily on low iterations. While cycles uses albedo and displacement buffers to retain details even on low iterations. And if you ask me the very purpose of a denoiser is to get good images before convergence, so "low" iterations are implied. I mean with a converged image you don't need a denoiser.

  • the5amkebabthe5amkebab Posts: 103
    August 2020
    wolf359 said:
    Of course cycle looks better ( for most things) being it is a true Path tracer,like Iray

    As an animator, I moved to Blender because of EEVEE and its ability to render hundreds of frames in minutes instead of hours

    For Commercial, work for any paying client who demanded Cycles quality, I would upload my packed .blend file to the "Concierge" render farm service for Blender and charge the cost to the client as would be already stipulated in my contract terms
    The said it, is possible to get decent render speed out of Cycles with really low sample rates if you first set up the new Denoise node in the compositor before rendering.

    This animation is actually a cycles render at 12 SAMPLES per frame!! with with denoising the muzzle flashes were added in the free Davinci Fusion suite.

    Looks very clean! The only thing I don't like when I use the denoiser is the loss of detail in skin, that's where Eevee holds more detail in that case but since I'm doing animations it might not be as noticeable.

     

    j cade said:

    A quick test/comparison

     

    cycles and luxcore 

    materials are almost 100% default diffeomorphic for cycles I tweaked the glass for cycles. for lux: glass again + you'll notice it doesn't pick up cycles tiling (or at least the version I have installed doesnt) I fixed it for the floor but didnt bother anywhere else

    lux I set to stop at 5 minutes 

    cycles you can't really set a time limit so I guestimated the number of samples and the rende ended up taking a whole 6 min 59 secs.

    both obviously use some heavy duty denoising, but both their denoisers take textures into account unlike the current Iray setup so texture details don't mess up in the same way

     

    both lit by sunlight coming through the window with no added light faking (okay cycles uses simplify to switch to ao after the 3rd bounce)

     

    as long as you're not trying to do sss, where its like iray but 10 times more confusing Lux is pretty dang nice

     

    and for fun Iray rendered for 7 minutes with its denoising. not even close lol. just the textures either look at the panelling on the door

    Nice! Looks like Cycles handled the tiles in the hallway and the outside background better than the others, do you think this is because of Optix denoiser taking into consideration the textures, albedo and normals whereas the others don't?

  • j cadej cade Posts: 2,310
    August 2020
    the5amkebab said:
    wolf359 said:
    Of course cycle looks better ( for most things) being it is a true Path tracer,like Iray

    As an animator, I moved to Blender because of EEVEE and its ability to render hundreds of frames in minutes instead of hours

    For Commercial, work for any paying client who demanded Cycles quality, I would upload my packed .blend file to the "Concierge" render farm service for Blender and charge the cost to the client as would be already stipulated in my contract terms
    The said it, is possible to get decent render speed out of Cycles with really low sample rates if you first set up the new Denoise node in the compositor before rendering.

    This animation is actually a cycles render at 12 SAMPLES per frame!! with with denoising the muzzle flashes were added in the free Davinci Fusion suite.

    Looks very clean! The only thing I don't like when I use the denoiser is the loss of detail in skin, that's where Eevee holds more detail in that case but since I'm doing animations it might not be as noticeable.

     

    j cade said:

    A quick test/comparison

     

    cycles and luxcore 

    materials are almost 100% default diffeomorphic for cycles I tweaked the glass for cycles. for lux: glass again + you'll notice it doesn't pick up cycles tiling (or at least the version I have installed doesnt) I fixed it for the floor but didnt bother anywhere else

    lux I set to stop at 5 minutes 

    cycles you can't really set a time limit so I guestimated the number of samples and the rende ended up taking a whole 6 min 59 secs.

    both obviously use some heavy duty denoising, but both their denoisers take textures into account unlike the current Iray setup so texture details don't mess up in the same way

     

    both lit by sunlight coming through the window with no added light faking (okay cycles uses simplify to switch to ao after the 3rd bounce)

     

    as long as you're not trying to do sss, where its like iray but 10 times more confusing Lux is pretty dang nice

     

    and for fun Iray rendered for 7 minutes with its denoising. not even close lol. just the textures either look at the panelling on the door

    Nice! Looks like Cycles handled the tiles in the hallway and the outside background better than the others, do you think this is because of Optix denoiser taking into consideration the textures, albedo and normals whereas the others don't?

    lux's denoiser also takes albedo and normals into account. It was actually my favorite  I think the difference in the back tiles is that when I set up the textures I bumped up the normals a bit more than the others and its a bit shinier. 

    It also got to passable by far the fastest by 2 minutes in you had something you could absolutely get away with below 7 minutes and cycles got some pretty obvious artefacting 

    I like the feel of the light in cycles though lux is a bit harsher looking (though that could be because I dont entirely know what I'm doing)

  • Krys KryngleKrys Kryngle Posts: 278
    August 2020
    j cade said:
    the5amkebab said:
    wolf359 said:
    Of course cycle looks better ( for most things) being it is a true Path tracer,like Iray

    As an animator, I moved to Blender because of EEVEE and its ability to render hundreds of frames in minutes instead of hours

    For Commercial, work for any paying client who demanded Cycles quality, I would upload my packed .blend file to the "Concierge" render farm service for Blender and charge the cost to the client as would be already stipulated in my contract terms
    The said it, is possible to get decent render speed out of Cycles with really low sample rates if you first set up the new Denoise node in the compositor before rendering.

    This animation is actually a cycles render at 12 SAMPLES per frame!! with with denoising the muzzle flashes were added in the free Davinci Fusion suite.

    Looks very clean! The only thing I don't like when I use the denoiser is the loss of detail in skin, that's where Eevee holds more detail in that case but since I'm doing animations it might not be as noticeable.

     

    j cade said:

    A quick test/comparison

     

    cycles and luxcore 

    materials are almost 100% default diffeomorphic for cycles I tweaked the glass for cycles. for lux: glass again + you'll notice it doesn't pick up cycles tiling (or at least the version I have installed doesnt) I fixed it for the floor but didnt bother anywhere else

    lux I set to stop at 5 minutes 

    cycles you can't really set a time limit so I guestimated the number of samples and the rende ended up taking a whole 6 min 59 secs.

    both obviously use some heavy duty denoising, but both their denoisers take textures into account unlike the current Iray setup so texture details don't mess up in the same way

     

    both lit by sunlight coming through the window with no added light faking (okay cycles uses simplify to switch to ao after the 3rd bounce)

     

    as long as you're not trying to do sss, where its like iray but 10 times more confusing Lux is pretty dang nice

     

    and for fun Iray rendered for 7 minutes with its denoising. not even close lol. just the textures either look at the panelling on the door

    Nice! Looks like Cycles handled the tiles in the hallway and the outside background better than the others, do you think this is because of Optix denoiser taking into consideration the textures, albedo and normals whereas the others don't?

    lux's denoiser also takes albedo and normals into account. It was actually my favorite  I think the difference in the back tiles is that when I set up the textures I bumped up the normals a bit more than the others and its a bit shinier. 

    It also got to passable by far the fastest by 2 minutes in you had something you could absolutely get away with below 7 minutes and cycles got some pretty obvious artefacting 

    I like the feel of the light in cycles though lux is a bit harsher looking (though that could be because I dont entirely know what I'm doing)

    Very good comparison.  Personally I like the colors in the Lux render.

    Just curious, was the cycles scene rendered in filmic?  From what I gather, it washes out the colors a bit. 

     

  • nicsttnicstt Posts: 11,714
    August 2020

    Yeh I do denoising with 128 samples, and I've done a number of comparrisons with renders of over a 1000 and I have to take them into photoshop to spot the differences.

    For still, I find 128 provides enough info (as long as its the Intel denoiser) to get truly excellent results. Intel denoiser users uses a Normal, Albedo and Depth - I love the results even on skin.

    the5amkebab said:
    wolf359 said:
    Of course cycle looks better ( for most things) being it is a true Path tracer,like Iray

    As an animator, I moved to Blender because of EEVEE and its ability to render hundreds of frames in minutes instead of hours

    For Commercial, work for any paying client who demanded Cycles quality, I would upload my packed .blend file to the "Concierge" render farm service for Blender and charge the cost to the client as would be already stipulated in my contract terms
    The said it, is possible to get decent render speed out of Cycles with really low sample rates if you first set up the new Denoise node in the compositor before rendering.

    This animation is actually a cycles render at 12 SAMPLES per frame!! with with denoising the muzzle flashes were added in the free Davinci Fusion suite.

    Looks very clean! The only thing I don't like when I use the denoiser is the loss of detail in skin, that's where Eevee holds more detail in that case but since I'm doing animations it might not be as noticeable.

     

    j cade said:

    A quick test/comparison

     

    cycles and luxcore 

    materials are almost 100% default diffeomorphic for cycles I tweaked the glass for cycles. for lux: glass again + you'll notice it doesn't pick up cycles tiling (or at least the version I have installed doesnt) I fixed it for the floor but didnt bother anywhere else

    lux I set to stop at 5 minutes 

    cycles you can't really set a time limit so I guestimated the number of samples and the rende ended up taking a whole 6 min 59 secs.

    both obviously use some heavy duty denoising, but both their denoisers take textures into account unlike the current Iray setup so texture details don't mess up in the same way

     

    both lit by sunlight coming through the window with no added light faking (okay cycles uses simplify to switch to ao after the 3rd bounce)

     

    as long as you're not trying to do sss, where its like iray but 10 times more confusing Lux is pretty dang nice

     

    and for fun Iray rendered for 7 minutes with its denoising. not even close lol. just the textures either look at the panelling on the door

    Nice! Looks like Cycles handled the tiles in the hallway and the outside background better than the others, do you think this is because of Optix denoiser taking into consideration the textures, albedo and normals whereas the others don't?

     

  • CinusCinus Posts: 118
    August 2020

    My first attempt at particle hair in blender.

     

    Short Hair.jpg
    1440 x 1440 - 260K
  • PaintboxPaintbox Posts: 1,629
    August 2020
    Cinus said:

    My first attempt at particle hair in blender.

     

    I'd say it is pretty successful, excellent quality. Did it take long to render?

  • the5amkebabthe5amkebab Posts: 103
    August 2020
    Cinus said:

    My first attempt at particle hair in blender.

     

    That looks great! Whenever I tried it looks like the model is growing straw from their head.

  • CinusCinus Posts: 118
    August 2020

     

    Paintbox said:
    Cinus said:

    My first attempt at particle hair in blender.

     

    I'd say it is pretty successful, excellent quality. Did it take long to render?

    Thanks! It took a whopping 2 minutes 31 seconds on my RTX 2070.

  • CinusCinus Posts: 118
    August 2020
    the5amkebab said:
    Cinus said:

    My first attempt at particle hair in blender.

     

    That looks great! Whenever I tried it looks like the model is growing straw from their head.

    If it's looking like straw, play around with the Tip and Root Diameter and the "Diameter Scale". 

    My problem was the opposite. The hair was initially so fine that it did not render at all in cycles.

    Hair Settings.jpg
    448 x 486 - 30K
  • nicsttnicstt Posts: 11,714
    August 2020
    Paintbox said:
    Cinus said:

    My first attempt at particle hair in blender.

     

    I'd say it is pretty successful, excellent quality. Did it take long to render?

    They render pretty quickly I'd say.

  • NorbzNorbz Posts: 14
    August 2020

    There's some amazing stuff on here!! Congrats to all you guys doing cool things in our crazy world :).

    I didn't realize I'd end up finding so much stuff, tons more but I'm going to stop here :). I bounce between Blender, Daz, and some Motion5 for logo treatments (and even some scenes/objects, you'd be amazed at what you can model with just 'fonts' which is what Motion is meant for most..).

    Started a new youtube channel tonight too called RenderForever and posted my first vid which goes over some of the stuff going on here and has source files to inspect. Figured it's finally time to share my shtuff and to help other artists out if I can :). Link: 

    Cheers hope you guys enjoy!

    NC-5.png
    1920 x 1080 - 2M
    NCM-1.png
    1920 x 1080 - 1M
    alien-4-c.png
    1920 x 1080 - 933K
    cave-hole.png
    1920 x 1080 - 2M
    SlaveToAnAlien-YT-Thumb.jpg
    1920 x 1080 - 660K
    two-aliens-floating-4.png
    1920 x 1080 - 2M
    Norbz-Time-Wheel-FULL-2.png
    1920 x 1080 - 5M
    universal-disclosure-logo-chrome.jpg
    1920 x 1080 - 610K
    youtube-thumb-6.jpg
    1920 x 1080 - 637K
  • nicsttnicstt Posts: 11,714
    August 2020

    Well done on the vid; looks great.

  • nicsttnicstt Posts: 11,714
    August 2020 edited August 2020

    I'm working on this; thought I'd share what I have so far, but not sure what I'm going to do about the outfit - not happy yet, or the paint - also not happy yet.

    It has some Poser items in it, I've never previously loaded into studio. Go figure...

    Paint Monster reduced.png
    2000 x 1125 - 4M
    Post edited by nicstt on August 2020
  • NorbzNorbz Posts: 14
    August 2020

    Thanks for the feedback - and ^ Looks great, I like how you have the DOF coming in from all directions, is that a cam trick or are you adding DOF from the sides manually somehow? 

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