An image I put together with Octane Render for Carrara in around 2 hours start to finish, including setup, rendering and tweaking, and a little postwork to finish. I hope you like it. I was a little concerned it showed a lot of cleavage, but then probably no more than some of DAZ's own promos, so I thought it would be OK.
Phil - great render and hair! Did you do use Carrara dynamic hair and combine in post?
This is my first render with my new laptop. Rendered using Iray, only post work was the sig and adjustment of levels. I like what the bloom effect did with the lights.
An image I put together with Octane Render for Carrara in around 2 hours start to finish, including setup, rendering and tweaking, and a little postwork to finish. I hope you like it. I was a little concerned it showed a lot of cleavage, but then probably no more than some of DAZ's own promos, so I thought it would be OK.
Phil - great render and hair! Did you do use Carrara dynamic hair and combine in post?
No, that is Biscuits' Hair Salon No.2. Hair Salon No.1 works fine in Carrara, but No.2 uses external morphs that do not work in Carrara (or DS). So I loaded it into Poser (first time I had even opened Poser in months) and then exported a number of morphed shapes to OBJ files that I then imported into Carrara. So not as immediate, but they are very nicely done hair models (and Biscuits has become a friend!).
This is my first render with my new laptop. Rendered using Iray, only post work was the sig and adjustment of levels. I like what the bloom effect did with the lights.
Yes, that looks cool! I am amused about the doubts that have been placed around Genesis and Genesis 2 working in Carrara - I am using mostly Genesis based characters in the animation project I have been working on. Have I had some issues - sure, but nothing that can't be worked around. And basically, they work fine. For the record, I am rendering the project in Carrara, I did consider using Octane, but with up to five characters in a scene at once and some use of Carrara hair, the difficulties of using Octane would have been too great. But now with Out of Core textures being available, it might be more viable for any similar future projects.
...as it is only available in .STEP/.STL format, how did you get it to play well in Daz.?
I use McNeel Rhino to convert all kinds of non-mesh (so called NURBS-BRep) CAD models into OBJ meshes for DAZ Studio.
STL's are 3D meshes like OBJ's, and MeshLab (free) can be used to convert them with just a few clicks, but STL's don't have UV's so that's not very practical in most cases.
OBJ's made from CAD models often contain high numbers of very long and narrow triangles that don't render well because of smoothing artifacts. That's why you need control over the conversion parameters, and Rhino is a fantastic tool for that (and much much more of course).
Rhino also generates good UV's automatically, but also has tools to modify them if you have to.
An alternative could be MOI (Moment Of Inspiration), very user friendly and less expensive, but less powerful.
I also use Rhino to repair faulty OBJ's, because in spite of being primarily a CAD modeler it has a great tool set for working with meshes.
And giving thickness to curved panes of glass like car windows or lenses for glasses to make them render properly is very easy in Rhino.
So, fiddling around with IRAY, I have decided that it is a keeper as far as rendering goes, but I do need to learn much more about it. I have only just scratched the surface with it. My first figure is rendered with the environment Dome and Scene. The second one is also done with the same Environmental settings. I had to play around quite a bit to get the exact lighting I was looking for. My intent is to have early morning sunlight shining into the bedroom just as Natalia is slumbering after awakening. In the second render, I wanted to show a little "whoops, that was not such a good idea" in realizing that maybe she should have not bent over in a way that her behind was pointing at the window. Or maybe, she was in this position in the evening when a car suddenly pulled into the driveway. Whoops. Anyway, I am having fun with the new rendering engine.
Added a pilot and a technician.
The M4 Air Crew Set I got from the sale fits Genesis remarkably well I must say, a $2.59 very well spent!
Loaded up on dynamic garments as well, almost got them all now, and most of them for basement bargain prizes : )
Cheers for DAZ!
One word of warning...I tried a couple of different ways of converting it over, but it always came out with just one material assigned to the entire model. I had to resort to opening it in Blender and create materials for it, there. It also wasn't UV mapped.
I haven't had the time to open it in a CAD program, yet, and see if would be easier to make it 'parts' that make logical sense for material assignments.
I still need to do something about that glass roof to make it render properly in Octane, I had to make it invisible or the render wouldn't clear up even with 8000 samples per pixel.
I still need to do something about that glass roof to make it render properly in Octane, I had to make it invisible or the render wouldn't clear up even with 8000 samples per pixel.
In the standalone version probably yes, but in the DAZ plugin?
That glass roof is just a single-sided mesh with the normals pointing inward.
I suspect that making it a specular (translucent) material tells Octane to fill the entire mall with a solid block of glass, enormously complicating calculations.
Therefore I've isolated and exported the glass panes from DAZ Studio, and gave them thickness in Rhino, making them solid closed volumes. Then I've imported them back into DAZ to replace the original roof.
Ran into a problem deleting part of that original roof though: trying to delete from node 'fb_SSMmall-roof-main' surface 'glass' crashes DAZ Studio every time I tried. Very odd, the other part of the glass roof ('fb_SSM_roofsection' surface 'curvedceiling') could be deleted without a hitch.
Having the original surface still in the scene causes interference artifacts with the new one in Octane, even if it's a into a turned-off portal material. As a work-around turning its visibility off in the Geometry Editor seems to help.
It seems odd that it doesn't, in DS. Coming from Luxrender that has architectural glass as a feature of its glass materials, my first thought was, use the basic, non-volumetric glass with architectural 'on'. Probably need to designate the roof as a portal, too....in Lux.
It seems odd that it doesn't, in DS. Coming from Luxrender that has architectural glass as a feature of its glass materials, my first thought was, use the basic, non-volumetric glass with architectural 'on'. Probably need to designate the roof as a portal, too....in Lux.
Same here with LuxRender : )
There's an option 'fake shadows off' in the Octane plug in interface that I kind of think I remember having some resemblance with architectural glass in Lux Render, but I didn't bother to look it up.
Making those roof sections closed six-sided volumes turned them into proper glass objects that rendered as expected, so the solution is to do that to every pane of glass for Octane.
This version is about 8k Spp, still not completely noise-free but that was to be expected with only an HDR 360x180 as light source.
Oh, I forgot to mention I completely removed the original sky dome and all lights from the scene before rendering.
hi guys, im a noob on rendering, i do some renders in 3delight, but i want to render like this image, what i need to render like that?
Hello!
After taking a close look at the image, it looks like it was done with 3Delight in DS. I appears to have some AO (Ambient Occlusion), I'm guessing that AoA (Age of Armor) light set(s) may have been used, and/or UE2 (Uber Environment 2). If what you want is a slightly stylized look like this render has, similar results would easier to achieve using 3Delight (you could PM the PA, and possibly find out more about the render setup).
If what you like about the image is the 3D look of it, then you can easily achieve this (with a bit more "realism") using the DS 4.8 Beta and Iray (the new free unbiased renderer in DS). The simplest lighting setup to start with would be to use an HDRI for lighting. People have been getting great results using the two free panorama HDRI's from Dylan Sisson (http://www.dylansisson.com/project/panoramas/). There is a lot of good Iray specific information in the various Iray threads here in the Commons. Iray is different than 3Delight, so there is a bit of a learning curve, but in many was it is much simpler and easier to get great results with than 3Delight.
If you have any other questions, feel free to post them here, or in any of the Iray threads.
It seems odd that it doesn't, in DS. Coming from Luxrender that has architectural glass as a feature of its glass materials, my first thought was, use the basic, non-volumetric glass with architectural 'on'. Probably need to designate the roof as a portal, too....in Lux.
Same here with LuxRender : )
There's an option 'fake shadows off' in the Octane plug in interface that I kind of think I remember having some resemblance with architectural glass in Lux Render, but I didn't bother to look it up.
Making those roof sections closed six-sided volumes turned them into proper glass objects that rendered as expected, so the solution is to do that to every pane of glass for Octane.
This version is about 8k Spp, still not completely noise-free but that was to be expected with only an HDR 360x180 as light source.
Oh, I forgot to mention I completely removed the original sky dome and all lights from the scene before rendering.
Those escalators are looking pretty good...
For the most part, a piece of window glass is the closest you get in real life to a 'volumeless' plane. Think about it, compared to the frame it's in, let alone the building it's attached to, window glass has practically no volume at all. It's more of just a boundary, than anything else.
It seems odd that it doesn't, in DS. Coming from Luxrender that has architectural glass as a feature of its glass materials, my first thought was, use the basic, non-volumetric glass with architectural 'on'. Probably need to designate the roof as a portal, too....in Lux.
Same here with LuxRender : )
There's an option 'fake shadows off' in the Octane plug in interface that I kind of think I remember having some resemblance with architectural glass in Lux Render, but I didn't bother to look it up.
Making those roof sections closed six-sided volumes turned them into proper glass objects that rendered as expected, so the solution is to do that to every pane of glass for Octane.
This version is about 8k Spp, still not completely noise-free but that was to be expected with only an HDR 360x180 as light source.
Oh, I forgot to mention I completely removed the original sky dome and all lights from the scene before rendering.
The escalator glass looks great!
The Octane LiveDB contains and architectural glass shader that seems to work well. but may increase the render times In Octane, Depending on the version of the DS plugin you are using. portals may be an option that would help a lot.
This is my first render with my new laptop. Rendered using Iray, only post work was the sig and adjustment of levels. I like what the bloom effect did with the lights.
Yes, that looks cool! I am amused about the doubts that have been placed around Genesis and Genesis 2 working in Carrara - I am using mostly Genesis based characters in the animation project I have been working on. Have I had some issues - sure, but nothing that can't be worked around. And basically, they work fine. For the record, I am rendering the project in Carrara, I did consider using Octane, but with up to five characters in a scene at once and some use of Carrara hair, the difficulties of using Octane would have been too great. But now with Out of Core textures being available, it might be more viable for any similar future projects.
Looking forward to seeing you new video!
I've got to agree, I've had great luck with Genesis and Genesis 2 in Carrara. I actually using Genesis 2, because the cloths just seem to fit better on G2F in Carrara (probably due to the specific female shape, and PA's know more about making cloths for Genesis 2 now). There is the occasional item that doesn't seem to work well, but those items seem to be few and far between. Would be nice if the HD morphs worked in Carrara though.
The Octane LiveDB contains and architectural glass shader that seems to work well. but may increase the render times In Octane, Depending on the version of the DS plugin you are using. portals may be an option that would help a lot.
Thanks!
The problem I initially had was with the glass roof, but that has been (for the most part) solved.
To me the scene now looks like what I would expect for an enclosed space with a (relatively) thick glass roof.
The glass would intentionally both reflect and absorb a lot of the sunlight to keep temperatures inside comfortable.
Such a space would require additional artificial light, a lot of it actually, and so does this scene by the look of it.
So as a starting point for the next step, a proper 'lighting plan', all is fine me thinks : )
For the most part, a piece of window glass is the closest you get in real life to a 'volumeless' plane. Think about it, compared to the frame it's in, let alone the building it's attached to, window glass has practically no volume at all. It's more of just a boundary, than anything else.
In physical terms that approximation sounds acceptable enough, but that's not how I think the render engine 'sees' those planes.
It calculates light crossing a material or medium boundary when it encounters such a single-sided plane, but that beam of light doesn't enter another medium until it goes though another single-sided plane telling the render engine the light has entered a new material or medium. So light enters a glass volume when it meets that original glass roof, and everything beyond that boundary (the interior space) is solid glass for the render engine, similar to a tank of water. Not what you'd want it to look like I think.
Of course the direction of the normals play a role in this also, so in this particular case where the normals of that original roof are pointing inwards, the render engine might as well assume the world outside the building is made of solid glass and the inside is not : )
And yet, that's precisely what the architectural glass is...a short cut to the what the physical approximation is. Basically saying to the renderer, 'don't bother with the volume, as it doesn't make a hill of beans difference'.
My latest Iray render. Again, nothing special, I was just messing around with skin settings using this free HDRI from Aversis 3D, and got something I liked so I thought I'd do a quick render and share it. I'm starting to get a bit better handle on Iray now, but the skin still needs some refining ;-) , but it also needs more texture work (adding freckles, cleaning up details, etc.).
The only light source in the scene is the HDRI. Custom character and skin textures with a bit of V6 HD morphs (~50%).
At first glance I thought there was something odd...but then I blew it up to full size and then even zoomed in closer.
Her eyeliner is too close to the color of her irises...it makes the eyes look a little odd on all except the full size image.
And damn...talk about painted on jeans...if she breathes to hard, she's popping seams (and there's not much to those shorts...what are they ones Daisy Duke outgrew? :lol: )
I'm still working on that Octane render of the Suburban Shopping Mall by FirstBastion.
Completely different atmosphere already, just by adding some lights.
The glass roof is okay now, removing the original glass bits was a bit of a hassle with DAZ Studio crashing all the time.
The shop windows have glass panels that have odd refraction properties in Octane, I'm not quite sure why.
Turned the original 'RealityLight' surfaces in the lamp posts into Octane Blackbody Emission lights, and they look quite nice.
Added some surfaces to the ceilings of the shops, and made those emission lights also.
Noise still is a bit of a problem here and there, even with the 6k samples per pixel this image has.
I don't think you can count the noise on the upper parts of the side panels of the escalators...they are doing a pretty decent job of reflecting the noise in the area beneath the upper level.
This shopping mall is a difficult space to get good light in for Octane (DS plugin v1.2).
In this version I have added 10 industrial type lights hanging from the roof, and made them 2000 Watt emitters each (4000 Kelvin).
That's 20 kW of light on top of the ambient daylight from the HDR and the 200 Watt (3500 Kelvin) lamp posts.
Still lots of noise in this 8000 samples per pixel render, but a healthy dose of Noise Ninja and then Focal Blade in Photoshop helped suppress it at the cost of some detail.
Adding textures will no doubt make everything darker, it'll be interesting to see what the effect is.
This shopping mall is a difficult space to get good light in for Octane (DS plugin v1.2).
[...]
Still lots of noise in this 8000 samples per pixel render,
Did you allready experiment with portals and sampling rates?
Just in case and also for other users that work on scenes in which light enters trough windows:
- - -
Adding a portal material to the glass roof can help.
More samples will be focused on the area with the portal material. As a result there should be less noticeable noise.
Since you are using light emitting surfaces experimenting with sampling rates can also help to improve to reduce noise in darker areas.
In the mall example giving the "smaller" light emitters a higher sampling rate than the larger cinema sign can improve the situation in dark corners lit by the smaller light sources.
Comments
Go here click on triangle by stl for list of file types
http://b2b.partcommunity.com/community/partcloud/index#!part?name=Mosquito+Killer+Robot&model_id=7527
Phil - great render and hair! Did you do use Carrara dynamic hair and combine in post?
Really nice .... ummm ... bug? Looks great!
I like the pearls! Nice to see that Genesis/Genesis 2 works with Octane Render for Poser.
This is my first render with my new laptop. Rendered using Iray, only post work was the sig and adjustment of levels. I like what the bloom effect did with the lights.
Phil - great render and hair! Did you do use Carrara dynamic hair and combine in post?
No, that is Biscuits' Hair Salon No.2. Hair Salon No.1 works fine in Carrara, but No.2 uses external morphs that do not work in Carrara (or DS). So I loaded it into Poser (first time I had even opened Poser in months) and then exported a number of morphed shapes to OBJ files that I then imported into Carrara. So not as immediate, but they are very nicely done hair models (and Biscuits has become a friend!).
Yes, that looks cool! I am amused about the doubts that have been placed around Genesis and Genesis 2 working in Carrara - I am using mostly Genesis based characters in the animation project I have been working on. Have I had some issues - sure, but nothing that can't be worked around. And basically, they work fine. For the record, I am rendering the project in Carrara, I did consider using Octane, but with up to five characters in a scene at once and some use of Carrara hair, the difficulties of using Octane would have been too great. But now with Out of Core textures being available, it might be more viable for any similar future projects.
I use McNeel Rhino to convert all kinds of non-mesh (so called NURBS-BRep) CAD models into OBJ meshes for DAZ Studio.
STL's are 3D meshes like OBJ's, and MeshLab (free) can be used to convert them with just a few clicks, but STL's don't have UV's so that's not very practical in most cases.
OBJ's made from CAD models often contain high numbers of very long and narrow triangles that don't render well because of smoothing artifacts. That's why you need control over the conversion parameters, and Rhino is a fantastic tool for that (and much much more of course).
Rhino also generates good UV's automatically, but also has tools to modify them if you have to.
An alternative could be MOI (Moment Of Inspiration), very user friendly and less expensive, but less powerful.
I also use Rhino to repair faulty OBJ's, because in spite of being primarily a CAD modeler it has a great tool set for working with meshes.
And giving thickness to curved panes of glass like car windows or lenses for glasses to make them render properly is very easy in Rhino.
So, fiddling around with IRAY, I have decided that it is a keeper as far as rendering goes, but I do need to learn much more about it. I have only just scratched the surface with it. My first figure is rendered with the environment Dome and Scene. The second one is also done with the same Environmental settings. I had to play around quite a bit to get the exact lighting I was looking for. My intent is to have early morning sunlight shining into the bedroom just as Natalia is slumbering after awakening. In the second render, I wanted to show a little "whoops, that was not such a good idea" in realizing that maybe she should have not bent over in a way that her behind was pointing at the window. Or maybe, she was in this position in the evening when a car suddenly pulled into the driveway. Whoops. Anyway, I am having fun with the new rendering engine.
Added a pilot and a technician.
The M4 Air Crew Set I got from the sale fits Genesis remarkably well I must say, a $2.59 very well spent!
Loaded up on dynamic garments as well, almost got them all now, and most of them for basement bargain prizes : )
Cheers for DAZ!
Erik
Go here click on triangle by stl for list of file types
http://b2b.partcommunity.com/community/partcloud/index#!part?name=Mosquito+Killer+Robot&model_id=7527
One word of warning...I tried a couple of different ways of converting it over, but it always came out with just one material assigned to the entire model. I had to resort to opening it in Blender and create materials for it, there. It also wasn't UV mapped.
I haven't had the time to open it in a CAD program, yet, and see if would be easier to make it 'parts' that make logical sense for material assignments.
hi guys, im a noob on rendering, i do some renders in 3delight, but i want to render like this image, what i need to render like that?
What's a shopping centre without a couple of these but a seriously over sized gym?
You can find them here as IGES CAD file:
https://grabcad.com/library/plate-2-metro-station_escalator-render-dimensions-and-details-1
or a little less detailed:
https://grabcad.com/library/escalera-mecanica
The second one is an AutoCAD file that shouldn't be too hard to convert to OBJ, but it will still be quite a bit of work to blend them neatly into firstbastion's scene.
I still need to do something about that glass roof to make it render properly in Octane, I had to make it invisible or the render wouldn't clear up even with 8000 samples per pixel.
Cheers!
Erik
There isn't an architectural glass in Octane?
In the standalone version probably yes, but in the DAZ plugin?
That glass roof is just a single-sided mesh with the normals pointing inward.
I suspect that making it a specular (translucent) material tells Octane to fill the entire mall with a solid block of glass, enormously complicating calculations.
Therefore I've isolated and exported the glass panes from DAZ Studio, and gave them thickness in Rhino, making them solid closed volumes. Then I've imported them back into DAZ to replace the original roof.
Ran into a problem deleting part of that original roof though: trying to delete from node 'fb_SSMmall-roof-main' surface 'glass' crashes DAZ Studio every time I tried. Very odd, the other part of the glass roof ('fb_SSM_roofsection' surface 'curvedceiling') could be deleted without a hitch.
Having the original surface still in the scene causes interference artifacts with the new one in Octane, even if it's a into a turned-off portal material. As a work-around turning its visibility off in the Geometry Editor seems to help.
It seems odd that it doesn't, in DS. Coming from Luxrender that has architectural glass as a feature of its glass materials, my first thought was, use the basic, non-volumetric glass with architectural 'on'. Probably need to designate the roof as a portal, too....in Lux.
Same here with LuxRender : )
There's an option 'fake shadows off' in the Octane plug in interface that I kind of think I remember having some resemblance with architectural glass in Lux Render, but I didn't bother to look it up.
Making those roof sections closed six-sided volumes turned them into proper glass objects that rendered as expected, so the solution is to do that to every pane of glass for Octane.
This version is about 8k Spp, still not completely noise-free but that was to be expected with only an HDR 360x180 as light source.
Oh, I forgot to mention I completely removed the original sky dome and all lights from the scene before rendering.
Hello!
After taking a close look at the image, it looks like it was done with 3Delight in DS. I appears to have some AO (Ambient Occlusion), I'm guessing that AoA (Age of Armor) light set(s) may have been used, and/or UE2 (Uber Environment 2). If what you want is a slightly stylized look like this render has, similar results would easier to achieve using 3Delight (you could PM the PA, and possibly find out more about the render setup).
If what you like about the image is the 3D look of it, then you can easily achieve this (with a bit more "realism") using the DS 4.8 Beta and Iray (the new free unbiased renderer in DS). The simplest lighting setup to start with would be to use an HDRI for lighting. People have been getting great results using the two free panorama HDRI's from Dylan Sisson (http://www.dylansisson.com/project/panoramas/). There is a lot of good Iray specific information in the various Iray threads here in the Commons. Iray is different than 3Delight, so there is a bit of a learning curve, but in many was it is much simpler and easier to get great results with than 3Delight.
If you have any other questions, feel free to post them here, or in any of the Iray threads.
Same here with LuxRender : )
There's an option 'fake shadows off' in the Octane plug in interface that I kind of think I remember having some resemblance with architectural glass in Lux Render, but I didn't bother to look it up.
Making those roof sections closed six-sided volumes turned them into proper glass objects that rendered as expected, so the solution is to do that to every pane of glass for Octane.
This version is about 8k Spp, still not completely noise-free but that was to be expected with only an HDR 360x180 as light source.
Oh, I forgot to mention I completely removed the original sky dome and all lights from the scene before rendering.
Those escalators are looking pretty good...
For the most part, a piece of window glass is the closest you get in real life to a 'volumeless' plane. Think about it, compared to the frame it's in, let alone the building it's attached to, window glass has practically no volume at all. It's more of just a boundary, than anything else.
Same here with LuxRender : )
There's an option 'fake shadows off' in the Octane plug in interface that I kind of think I remember having some resemblance with architectural glass in Lux Render, but I didn't bother to look it up.
Making those roof sections closed six-sided volumes turned them into proper glass objects that rendered as expected, so the solution is to do that to every pane of glass for Octane.
This version is about 8k Spp, still not completely noise-free but that was to be expected with only an HDR 360x180 as light source.
Oh, I forgot to mention I completely removed the original sky dome and all lights from the scene before rendering.
The escalator glass looks great!
The Octane LiveDB contains and architectural glass shader that seems to work well. but may increase the render times In Octane, Depending on the version of the DS plugin you are using. portals may be an option that would help a lot.
Yes, that looks cool! I am amused about the doubts that have been placed around Genesis and Genesis 2 working in Carrara - I am using mostly Genesis based characters in the animation project I have been working on. Have I had some issues - sure, but nothing that can't be worked around. And basically, they work fine. For the record, I am rendering the project in Carrara, I did consider using Octane, but with up to five characters in a scene at once and some use of Carrara hair, the difficulties of using Octane would have been too great. But now with Out of Core textures being available, it might be more viable for any similar future projects.
Looking forward to seeing you new video!
I've got to agree, I've had great luck with Genesis and Genesis 2 in Carrara. I actually using Genesis 2, because the cloths just seem to fit better on G2F in Carrara (probably due to the specific female shape, and PA's know more about making cloths for Genesis 2 now). There is the occasional item that doesn't seem to work well, but those items seem to be few and far between. Would be nice if the HD morphs worked in Carrara though.
Thanks!
The problem I initially had was with the glass roof, but that has been (for the most part) solved.
To me the scene now looks like what I would expect for an enclosed space with a (relatively) thick glass roof.
The glass would intentionally both reflect and absorb a lot of the sunlight to keep temperatures inside comfortable.
Such a space would require additional artificial light, a lot of it actually, and so does this scene by the look of it.
So as a starting point for the next step, a proper 'lighting plan', all is fine me thinks : )
Great stuff these 'real' render engines!
Cheers!
Erik
In physical terms that approximation sounds acceptable enough, but that's not how I think the render engine 'sees' those planes.
It calculates light crossing a material or medium boundary when it encounters such a single-sided plane, but that beam of light doesn't enter another medium until it goes though another single-sided plane telling the render engine the light has entered a new material or medium. So light enters a glass volume when it meets that original glass roof, and everything beyond that boundary (the interior space) is solid glass for the render engine, similar to a tank of water. Not what you'd want it to look like I think.
Of course the direction of the normals play a role in this also, so in this particular case where the normals of that original roof are pointing inwards, the render engine might as well assume the world outside the building is made of solid glass and the inside is not : )
And yet, that's precisely what the architectural glass is...a short cut to the what the physical approximation is. Basically saying to the renderer, 'don't bother with the volume, as it doesn't make a hill of beans difference'.
My latest Iray render. Again, nothing special, I was just messing around with skin settings using this free HDRI from Aversis 3D, and got something I liked so I thought I'd do a quick render and share it. I'm starting to get a bit better handle on Iray now, but the skin still needs some refining ;-) , but it also needs more texture work (adding freckles, cleaning up details, etc.).
The only light source in the scene is the HDRI. Custom character and skin textures with a bit of V6 HD morphs (~50%).
At first glance I thought there was something odd...but then I blew it up to full size and then even zoomed in closer.
Her eyeliner is too close to the color of her irises...it makes the eyes look a little odd on all except the full size image.
And damn...talk about painted on jeans...if she breathes to hard, she's popping seams (and there's not much to those shorts...what are they ones Daisy Duke outgrew? :lol: )
I'm still working on that Octane render of the Suburban Shopping Mall by FirstBastion.
Completely different atmosphere already, just by adding some lights.
The glass roof is okay now, removing the original glass bits was a bit of a hassle with DAZ Studio crashing all the time.
The shop windows have glass panels that have odd refraction properties in Octane, I'm not quite sure why.
Turned the original 'RealityLight' surfaces in the lamp posts into Octane Blackbody Emission lights, and they look quite nice.
Added some surfaces to the ceilings of the shops, and made those emission lights also.
Noise still is a bit of a problem here and there, even with the 6k samples per pixel this image has.
Cheers!
Erik
I don't think you can count the noise on the upper parts of the side panels of the escalators...they are doing a pretty decent job of reflecting the noise in the area beneath the upper level.
This shopping mall is a difficult space to get good light in for Octane (DS plugin v1.2).
In this version I have added 10 industrial type lights hanging from the roof, and made them 2000 Watt emitters each (4000 Kelvin).
That's 20 kW of light on top of the ambient daylight from the HDR and the 200 Watt (3500 Kelvin) lamp posts.
Still lots of noise in this 8000 samples per pixel render, but a healthy dose of Noise Ninja and then Focal Blade in Photoshop helped suppress it at the cost of some detail.
Adding textures will no doubt make everything darker, it'll be interesting to see what the effect is.
Cheers!
Erik
Oh, those lights can be found here:
https://grabcad.com/library/warehouses-light
It is interesting to observe how the scene grows with each unique material and light you add.
Did you allready experiment with portals and sampling rates?
Just in case and also for other users that work on scenes in which light enters trough windows:
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Adding a portal material to the glass roof can help.
More samples will be focused on the area with the portal material. As a result there should be less noticeable noise.
compare:
http://render.otoy.com/manuals/Standalone_2_0/?page_id=404
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Since you are using light emitting surfaces experimenting with sampling rates can also help to improve to reduce noise in darker areas.
In the mall example giving the "smaller" light emitters a higher sampling rate than the larger cinema sign can improve the situation in dark corners lit by the smaller light sources.
compare:
http://render.otoy.com/manuals/Standalone_2_0/?page_id=390
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