Un-Biased Reneder Thread - Post Your Renders!! (Reality/Lux, Luxus/Lux, Octane Render, and others?)

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  • JonstarkJonstark Posts: 2,738
    edited December 1969

    Zilvergraphix, lovely. Lux?

  • Twilight76Twilight76 Posts: 318
    edited December 1969

    Here a little render of Monique.
    Luxrender at 3.89 kS/p (over night)

    Monique.png
    1062 x 1502 - 1M
  • UHFUHF Posts: 518
    edited December 1969

    This is a render I did with Octane, Redspec SSS, Aircraft Spidi, and some Stonemason backgrounds.

    Its odd, but I like it.

    Arcade.jpg
    1920 x 1080 - 453K
  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    Jonstark said:
    Zilvergraphix, lovely. Lux?

    ...if I am not correct, I believe he uses Maxwell.
  • Twilight76Twilight76 Posts: 318
    edited December 1969

    Kyoto Kid said:
    Jonstark said:
    Zilvergraphix, lovely. Lux?

    ...if I am not correct, I believe he uses Maxwell.

    It's Luxrender
    http://zilvergrafix.deviantart.com/art/Overnight-Rendering-518313294

  • kyoto kidkyoto kid Posts: 41,838
    edited March 2015

    ...wow, he used to always use Maxwell. Wonder why the switch as Maxwell has been around much longer and thus seen more refinement,

    Post edited by kyoto kid on
  • DustRiderDustRider Posts: 2,879
    edited March 2015

    I'm 99.99% sure jonstark's guess was right (http://zilvergrafix.deviantart.com/art/Overnight-Rendering-518313294)

    EDIT: As usual - late to the party and cross posting :red:

    Post edited by DustRider on
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    UHF said:
    This is a render I did with Octane, Redspec SSS, Aircraft Spidi, and some Stonemason backgrounds.

    Its odd, but I like it.


    Great render, I like it too! Many of the renders with the Redspec SSS shaders have outstanding skin, as does this one. I may have to break down and get them.
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Jennyver said:
    Here a little render of Monique.
    Luxrender at 3.89 kS/p (over night)

    Beautiful render, the lace is outstanding. I just wish I could easily get an overnight render as nice as this from Lux. Mine take a bit longer, especially when I send them to my old desktop (just a quadcore AMD Phenom). The plus with doing using the desktop is I can work on other projects with my laptop and just let Lux cook until it's done.
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Bobvan said:
    Cool stuff everyone. I am out of the render game for now since I am doing a major overhaul of my content. A few older DS 5 and 6 and R2

    Hey Bob!! Glad to see your still around. I really like the render with the cake an chocolates. Thanks for stopping by!!
  • ToyenToyen Posts: 2,029
    edited December 1969

    First picture - Reality render.

    Second picture - My first render in Octane. I had trouble rendering the scene in reality so I thought I´d finally give Octane a try since I had that demo downloaded for a while.

    morningoctane.png
    1001 x 603 - 828K
    scifi_girl.png
    750 x 500 - 549K
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    mjc1016 said:
    Jonstark said:
    Wow, my mistake, hadn't heard of that one before, I'll have to get to googling... :)

    Stumbled across it on somebody's blog today....


    And in just under 47 minutes, 2500 spp.

    It's an amazing little thing...look at the annotated version I just put up. It's got all the bells and whistles you'd expect in a physical/unbiased renderer.
    Great find!! Too bad it looks like the project has gone dormant, it looks like it had real potential.

  • DustRiderDustRider Posts: 2,879
    edited December 1969

    lainsd said:
    Here is my warcraft goblin lady rendered by LuxRender (Reality 4).

    Some edits to correct bugs in hair scalp when rendered with GPU acceleration, to remove some bright red noisy pixels and finally to make her skin a little less yellow.

    http://yupasama.deviantart.com/art/Gobeline-en-robe-de-bal-or-517920114


    Fantastic character! She has .... well .... a lot of ... character! Very well done!
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Toyen said:
    Hello everyone! Finally bought reality. Posting my first portrait and another render with a question.

    Regarding the second picture, I have been rendering it with reality for over an hour and it had over 600 samples but as you can see, there are still so many little dots in the image.

    Is it supposed to take that long?

    By the way the scene has only one light which is the sun light.


    Great first renders!! Lux can take quite a long time to clean up the image. A lot of it depends on your materials, lighting and type of renderer used. The Bidirectional type/kernel will typically take a lot longer (and more samples) to clear up than Monodirectional, especially with SSS in the skin mats/shade (the default in Reality 4 sets SSS in the skin shaders). It's been my experience that using Bidirectional with SSS will usually result in the need for a lot more samples per pixel for the image to resolve (clear up) than with mono directional (sometimes significantly more). Having not enough light in the scene will also result in the image taking a long time to clear-up. Shaders with specular values that are too high can also increase render times, or in some cases cause the render to never clear up.

    I usually run my renders to at least 1200-1500 s/p, though sometimes I can get away with less, but depending on materials used, I've also let some renders cook to over 3,000 samples (like the image I posted here: http://www.daz3d.com/forums/discussion/50021/P152). The image in the link took longer due to the SSS shaders used for the larger dragon figure on the staff. I do get the impression however that I may let/need my renders run longer than people who are very skilled with Reality/Lux as I've seen many post with great images where the s/p were under 1,000 (but alos many posts where they sere well in excess of 3,000 as well).

    Hope this helps a bit.

  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Toyen said:
    First picture - Reality render.

    Second picture - My first render in Octane. I had trouble rendering the scene in reality so I thought I´d finally give Octane a try since I had that demo downloaded for a while.


    Great Reality/Lux render! I'm a big fan of The Girl.

    Low light renders are difficult in Reality, but are possible. I'm guessing that you are lighting the scene with only indirect light coming through the windows? If so, sometimes setting up portals can help to "get the light through the windows" (Lux Portals - http://www.luxrender.net/wiki/Portals Octane Portals - https://render.otoy.com/forum/viewtopic.php?f=21&t=7210). It's been my experience that low light scenes are much easier to set-up and render in Octane than with Lux. if you don't want to set-up protals, another easy way to help with the ambient lighting in the second image would be to add 2-4 very low intensity fill lights to the scene.

  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Kamion99 said:
    Apparently, I'm really on a hair bender right now. Although, this time its blender strand hair. I still have difficulty making realistic long hair, but short hair I find super easy. It took maybe an hour to set up, which for the benefit having it be exactly the style I want, is a good tradeoff.

    I haven't touched the skin settings yet, this is how they were imported by default, which already looks pretty good. Go Blender!

    Render time was under eight minutes, praise be gpu rendering.


    edited to put the image in front of a background, that blue was hurting my eyes


    Thanks again Kamion! Great example of using Blender's hair in Cycles. It would be great if someone would build a plugin for Blender that would enable the native use of DAZ content and Genesis in Blender.
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Don't know why long sleeves nearly always give problems when fitting DAZ/Optitex dynamic clothing to Genesis 2, but when it works it looks great! The shiny buttons on that uniform coat mysteriously disappeared when I froze it though.
    Pity displacement isn't available in Octane for DAZ Studio v1.2, those creepy trees are far too smooth to be believable.
    But I'm still resisting the urge to 'upgrade' to that buggy semi-functional alpha 2.1 pre-release that has it.
    Cheers!

    Erik


    Your skin shaders are outstanding!!!
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    When simulating skin in computer graphics images one challenge is to simulate both transmission and subsurface scattering effects (SSS).

    Instead of trying to create one shader that simulates both aspects I created separate render passes and combined them in postproduction.

    The Subsurface Scattering render pass was custom created based on the specular SSS material setup by DOrdiales.
    The Transmission render pass for the skin was created with RedSpec TGX Tailored Octane Shaders.
    The specular material for the hair was custom created based on trial and error.

    Scene created in DAZ Studio with OctaneRender Plugin for DS.
    Final adjustments and rendered with OctaneRender 2.21.1 Development Build.
    Additional postproduction with Adobe Creative Cloud Applications.

    - - -

    Some info about the OctaneRender passes:

    Clay+: Clay Render showing the 3d model with a default clay shader.
    Transmission: Light rays are refracted to simulate translucency as found in nature. (Based on a cosine distribution.)
    Diffuse direct: Light Rays that hit the 3d model directly.
    Diffuse indirect: Light Rays that keep bouncing whenever they hit a surface.
    Reflection direct: Reflection calculated based on rays that hit the 3d model directly.
    Reflection indirect: Reflection calculated based on rays that keep bouncing whenever they hit a surface.
    Subsurface scattering: Light rays that enter a volume and are scattered in different directions. (Based on scatter probabilities.)
    Refraction: Light rays are refracted in a pre-defined direction when entering another volume. (Based on the different speed of light.)

    - - -

    You can composite the render passes in photoshop with layer mode "Linear Dodge (Add)"
    This also means if you do not like the Transmission you can just render out another Transmission pass and composite that with the passes of the original render that you liked! :exclaim:

    - - -

    Alternatively the render passes can just be used as a dignostic tool to judge if you want more or less subsurface scattering, transmission, reflection etc...

    - - -

    Special thanks to stratified of the OctaneRender Team!
    His explanation of the differences between Refraction, Subsurface Scattering and Transmission helped me a lot to put this together.

    compare the original post on the Otoy forum:

    http://render.otoy.com/forum/viewtopic.php?f=9&t=44943#p222930

    - - -

    Additional notes:
    In postproduction I combined the Transmission pass with masks to adjust each area separately.
    One layer was created for the nose area and one for the ear area.
    I did not use the mouth area because there the Transmission effect was too strong.

    An alternate way of doing this would be to adjust the strength of each area with the help of maps at render time.
    The Transmission pass as shown in the composition is stronger than the one used in the final image to make the effect more obvious.

    - - -

    In any case I would find it interesting if more people would start to share render passes to get a better understanding how each layer contributes to the final image.


    Thanks!! Great explanation, now I'm going to have to give this a try!
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    She looks amazing! I've never tested the outputs like this bu based on your workflow this may be the best way to approach it.

    For now I have a few more images to dump onto you all. All renders are 1920x1080 so they can be used as wallpapers. I still have a ton to do but I just love Octane and Carrara so much that I wanted to share. Thanks for your time.


    Wow Rashad, these are simply amazing!!

    I've been slowly working on your question about haze/fog. It's pretty easy to get increasing density of haze/fog with greater dsitance if you are looking directly through the object with the fog shader, but if at oblique angles to the fog object (i.e. say an aerial view of a landscape with near the surface fog), the fog effect does not increase or get denser with increasing distance from the camera. In testing, by adding more fog objects with increasing distance I've been able to get very close to the desired effect.

  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Those are fantastic

    Agreed! Makes me want to get back into Octane even more (maybe a third job will do it, LOL)

    Since this is an unbiased render thread, here is one I was playing around with in Luxrender last night, no postwork.
    Great skin shaders, and the leather for the holster is especially good!!!

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited March 2015

    Jonstark said:
    Zilvergraphix, lovely. Lux?

    the answer is: Luxrender, yep

    I've used a ton of unbiased renders in the past, Kerkythea, ,Vray, Maxwell, Modo, Keyshot, Luxus, now Luxrender, my actual choice because is more easier port from dazstudio, the others need so much preparation and assembling the obj making groups and setting materials.

    below, some screenshots of my previous render engines used:

    Workflow_in_Maxwell_Render_by_zilvergrafix.jpg
    1920 x 1200 - 234K
    modo501_workflow_by_zilvergrafix-d45xqtj.jpg
    1920 x 1200 - 687K
    Post edited by Zilvergrafix on
  • JonstarkJonstark Posts: 2,738
    edited December 1969

    Jonstark said:
    Zilvergraphix, lovely. Lux?

    the answer is: Luxrender, yep

    I've used a ton of unbiased renders in the past, Kerkythea, ,Vray, Maxwell, Modo, Keyshot, Luxus, now Luxrender, my actual choice because is more easier port from dazstudio, the others need so much preparation and assembling the obj making groups and setting materials.

    below, some screenshots of my previous render engines used:

    Wait, Modo's native renderer is unbiased now? I knew it had a good render engine, but I thought it was biased, I didn't realize they'd moved to unbiased.

  • provencialprovencial Posts: 84
    edited December 1969

    3Delight renderer...

    fearnoevil.jpg
    1030 x 1080 - 133K
  • ZilvergrafixZilvergrafix Posts: 1,385
    edited December 1969

    Jonstark said:

    Wait, Modo's native renderer is unbiased now? I knew it had a good render engine, but I thought it was biased, I didn't realize they'd moved to unbiased.

    ah, nop, my mistake, it is an hybrid render, maybe the correct sentence should be "I´ve used a ton of EXTERNAL render engines", yep.
  • UHFUHF Posts: 518
    edited December 1969

    For all this talk about Octane vs Lux, can I just say that Lux (Reality) is really quite friendly to use for the quality of renders you get.

    However I personally believe that once you start contemplating a super expensive PC, (24 cores?) or adding a small render farm, that Octane immediately shines.

    One GTX980 ($500US) can replace dozens of Xeon blade servers running Lux. I have two of those video cards. Since its fast, it saves time and money. Running a PC constantly is hard on it. The price of Octane is cheap cheap cheap compared to any souped up Lux farm, hands down. Period.

    The Octane guys limited to small video cards do struggle to manage memory if the render is entirely in the video card, but its not hard to deal with, the plugin handles that for you if you want. (Eye irises in many renders don't need to be 4k, make them small). Perhaps with a smaller card you'd be hard pressed to do 1080 renders. What ever.

    Now just consider what you can do with a smaller card, this was 1.5 GB, I have 2.5GB to spare;
    http://fluffybush.deviantart.com/art/Arcade-518694769

    I ran this excessively long to 24000 samples/s pixel in 2 hours. It was actually show-able in 20 minutes. I just wanted to clear up the reflections in the glass.

  • kyoto kidkyoto kid Posts: 41,838
    edited March 2015

    ...yeah, as I understand the, Out of Core rendering (basically Octane's "hybrid" rendering) is still pretty fast and gives excellent results especially compared to Lux which only gets high quality through pure CPU rendering.

    No more needing an expensive Quadro GPU with a lot of VRAM. .

    Post edited by kyoto kid on
  • Rashad CarterRashad Carter Posts: 1,830
    edited December 1969

    Kyoto Kid said:
    ...yeah, as I understand the, Out of Core rendering (basically Octane's "hybrid" rendering) is still pretty fast and gives excellent results especially compared to Lux which only gets high quality through pure CPU rendering.

    No more needing an expensive Quadro GPU with a lot of VRAM. .

    Quadros arent worth the extra money. I "downgraded from quadro to geforce and I'm not regretting it so far. I got a much better card with a lot more cores for a lot less money than the quadro route. And FYI, I run a workstation and I was told that only a quadro would do which is why I went hat route when I built the system, but that isnt entirely true.

  • UHFUHF Posts: 518
    edited December 1969

    Kyoto Kid said:
    ...yeah, as I understand the, Out of Core rendering (basically Octane's "hybrid" rendering) is still pretty fast and gives excellent results especially compared to Lux which only gets high quality through pure CPU rendering.

    No more needing an expensive Quadro GPU with a lot of VRAM. .

    Quadros arent worth the extra money. I "downgraded from quadro to geforce and I'm not regretting it so far. I got a much better card with a lot more cores for a lot less money than the quadro route. And FYI, I run a workstation and I was told that only a quadro would do which is why I went hat route when I built the system, but that isn't entirely true.You never really needed Quadros. My largest render in Reality was 12GB. It used about 3GB in Octane. You'd have to have some super special rendering requirements to need it. They also tend to be rather slow. There are large RAM Geforces and they are cheaper.

  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ...the most VRAM a GeForce GPU has is 6 GB. The TitanX is actually a dual GPU so even though it advertises 12GB, for rendering purposes only 6 GB applies. After reading though this thread, A 3 - 4 GB GPU is more than sufficient when using the Out of Core rendering option.

  • PhilWPhilW Posts: 5,160
    edited December 1969

    I get by on a 2GB GPU with Octane for Carrara (on a laptop). Although it would be nice to have the extra elbow room, I don't often come up against the limits, and now with the Out Of Core facility, it gives even more renderability! (Yes, I just made that word up...)

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