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

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

    ...again, never had issues with importing from Daz to Carrara 6.1

  • erik leemanerik leeman Posts: 262
    edited February 2015

    Man, I just loooove those dynamic clothes.
    SimonWM you're my hero!

    (not nearly finished, this one)

    Cheers!

    Erik

    Yamaha_01.jpg
    1200 x 1200 - 481K
    Post edited by erik leeman on
  • j cadej cade Posts: 2,310
    edited February 2015

    Just a hand for now. I'm going for nice super soft idealized skin and lighting. Now Ive just got to make the hair and wardrobe.

    I've also finally figured out branched path tracing, which alters the number of samples based on materials. Everything is rendering so much faster now!

    (Cycles again obviously)

    hand.png
    485 x 485 - 73K
    Post edited by j cade on
  • fixmypcmikefixmypcmike Posts: 19,682
    edited December 1969

    Kyoto Kid said:
    ...again, never had issues with importing from Daz to Carrara 6.1

    And I'm still wondering how you did it, since Carrara 6.1 couldn't import DAZ Studio formats. Collada?

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

    ..no, I simply created and saved the parts of the scene that were the toughest to arrange and pose first in Daz 2.1 then simply loaded them from the content/runtime folder into Carrara. It my have related to the fact that back then all content and saved scenes for Daz Studio completely resided in the C:/Programme Files folder, which Carrara also directly accessed. The split between the Poser/Daz Content where all Daz content and scenes were moved to C:/users//documents/Library setup didn't occur until Daz 3.0. Even though I mapped that folder in Carrara, I experienced numerous failures on importing after moving to 3.0/3.1.

    It might also have to do with C6.1 being able to more readily read the old .ds, .dsb, and .daz file formats. In any event It worked flawlessly and I never had the issues with shaders like I am experiencing now.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Is this a kit bash or is this an obtainable set sold somewhere? It's really a nice layout and a fabulous render.

    I love so many of the renders in this thread. You guys do nice stuff. I still do most of my renders (when I have the time and most are test renders) using 3Delight! LOL

    And the interior I was talking about. The first is a Bryce 6 Render which admittedly could be much better in Bryce 7 but that isnt the point really. The Octane version by comparison just looks so much more natural than anything I could have come up with using biased methods. I'm really excited by this current age of CG computation.
  • BobvanBobvan Posts: 2,653
    edited February 2015

    Reality 2.5 Lux 1.31

    740_by_bobvan-d8525tg.png
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    Post edited by Bobvan on
  • DustRiderDustRider Posts: 2,878
    edited December 1969

    Kamion99 said:
    Just a hand for now. I'm going for nice super soft idealized skin and lighting. Now Ive just got to make the hair and wardrobe.

    I've also finally figured out branched path tracing, which alters the number of samples based on materials. Everything is rendering so much faster now!

    (Cycles again obviously)


    Looking forward to the final render - the hand looks great!!
  • DustRiderDustRider Posts: 2,878
    edited December 1969

    Man, I just loooove those dynamic clothes.
    SimonWM you're my hero!

    (not nearly finished, this one)

    Cheers!

    Erik


    Great shader work!
  • DustRiderDustRider Posts: 2,878
    edited December 1969

    A quick render of the Bot Shop with volumetric dust in the air. Done with Carrara and the Octane plugin.

    BotShopDust1.jpg
    1440 x 1080 - 269K
  • Rashad CarterRashad Carter Posts: 1,830
    edited December 1969

    RAMWolff said:
    Is this a kit bash or is this an obtainable set sold somewhere? It's really a nice layout and a fabulous render.

    I love so many of the renders in this thread. You guys do nice stuff. I still do most of my renders (when I have the time and most are test renders) using 3Delight! LOL

    And the interior I was talking about. The first is a Bryce 6 Render which admittedly could be much better in Bryce 7 but that isnt the point really. The Octane version by comparison just looks so much more natural than anything I could have come up with using biased methods. I'm really excited by this current age of CG computation.

    Thanks Ramwolf! This was a set I modeled myself at a time when I thought I wanted to make such a product. I will see how feasible it is to send it to you as an obj.

    The idea of the architecture was to create an interior where there were no walls, or at least where the few walls were "open" allowing one to view the entire space. I do not know if the physics of such a space are feasible, likely if it were built with steel framing it would be completely plausible.

    Thanks for your interest. Talk to you soon.

  • Rashad CarterRashad Carter Posts: 1,830
    edited December 1969

    dustrider said:
    A quick render of the Bot Shop with volumetric dust in the air. Done with Carrara and the Octane plugin.

    Very nice! The only thing about Octane that makes me sad at this point is the lack of volumetric effects. The fog trick works well enough for interiors but it doesn't suffice well for haze in an outdoor render. At this point I haven't figured out how to thicken the medium with distance from the camera. If you could help solve that I'd very very appreciative.

  • erik leemanerik leeman Posts: 262
    edited December 1969

    Have you tried using a 16 or 32 bit grey-scale depth map rendered by Octane as a gradient mask in Photoshop for distance effects?
    You could render a 'clean' version and a very foggy one and use the depth map to control the visibility of the haze by setting opacity and contrast.
    Here's an example of the effect, albeit under water and rendered using the Octane plugin (v1.2) for DAZ Studio.

    Erik

    Octane_Ocean_02.jpg
    1920 x 1200 - 532K
  • Rashad CarterRashad Carter Posts: 1,830
    edited December 1969

    Have you tried using a 16 or 32 bit grey-scale depth map rendered by Octane as a gradient mask in Photoshop for distance effects?
    You could render a 'clean' version and a very foggy one and use the depth map to control the visibility of the haze by setting opacity and contrast.
    Here's an example of the effect, albeit under water and rendered using the Octane plugin (v1.2) for DAZ Studio.

    Erik

    I had not heard of that idea so thanks indeed. I'll get to testing that immediately. Your results are compelling, quite convincing. Nice work.

  • Rashad CarterRashad Carter Posts: 1,830
    edited December 1969

    Kamion99 said:
    Just a hand for now. I'm going for nice super soft idealized skin and lighting. Now Ive just got to make the hair and wardrobe.

    I've also finally figured out branched path tracing, which alters the number of samples based on materials. Everything is rendering so much faster now!

    (Cycles again obviously)

    This hand looks quite good!

  • JonstarkJonstark Posts: 2,738
    edited December 1969

    Rashad, Carrara's got tons of volumetrics, why not just do a pass with volumetrics in regular Carrara and put it together with the Octane render in post? (Just thought I would mention as another option already easily present in your current toolkit)

    Here's an example in Octane, but adding a pass from Carrara for the fog and the volumetric red spotlights (it's a little rough, but hopefully gives the idea). Camera view is the same so matching the 2 images is easy-peasy.

    pulp_challenge_combined_2.png
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  • PhilWPhilW Posts: 5,160
    edited December 1969

    Have you tried using a 16 or 32 bit grey-scale depth map rendered by Octane as a gradient mask in Photoshop for distance effects?
    You could render a 'clean' version and a very foggy one and use the depth map to control the visibility of the haze by setting opacity and contrast.
    Here's an example of the effect, albeit under water and rendered using the Octane plugin (v1.2) for DAZ Studio.

    Erik


    I am loving this one!
  • PhilWPhilW Posts: 5,160
    edited December 1969

    Jonstark said:
    Rashad, Carrara's got tons of volumetrics, why not just do a pass with volumetrics in regular Carrara and put it together with the Octane render in post? (Just thought I would mention as another option already easily present in your current toolkit)

    Here's an example in Octane, but adding a pass from Carrara for the fog and the volumetric red spotlights (it's a little rough, but hopefully gives the idea). Camera view is the same so matching the 2 images is easy-peasy.

    Good idea and a very cool example!

  • PhilWPhilW Posts: 5,160
    edited December 1969

    Just a quick one - The air taxi started as a doodle in Zbrush trying out the latest Zmodeler tools, I would never have come up with this design in a conventional modeller! Then exported to Carrara where it was textured and rendered using Octane Render for Carrara.

    ZmodelerShipFinal.jpg
    1200 x 900 - 206K
  • erik leemanerik leeman Posts: 262
    edited February 2015

    Here's an example that I think shows that DAZ Studio and Octane can very well be used to render large-scale outdoor scenes.

    The sea-surface (modeled in Blender) is 1 km by 1 km in size in DAZ Studio scale, and large enough to visually reach the horizon in this view. That grey cargo ship in the background is about 950 meters away from the camera.

    There's some Noggin's seagulls from DAZ in this scene, the rest came from other sources or was home-made.

    Hope you like it.

    Cheers!

    Erik

    Octane_SKANDI_02.jpg
    1920 x 1200 - 433K
    Post edited by erik leeman on
  • erik leemanerik leeman Posts: 262
    edited December 1969

    This is what that scene looks like in DAZ Studio.
    The camera is barely visible in the bottom-centre of the view.

    Cheers!

    Erik

    DAZ_Studio_screenshot_SKANDIA_01.jpg
    1920 x 1200 - 416K
  • PhilWPhilW Posts: 5,160
    edited December 1969

    Erik - that looks fantastic!

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

    ...how much VRAM does your GPU have?

    Post edited by kyoto kid on
  • erik leemanerik leeman Posts: 262
    edited December 1969

    4 GB
    Here's a screenshot showing some numbers.
    As you can see most of the available VRAM was consumed by geometry, not textures.
    Normally it's the other way around, but there's still room for some additional embellishments : )
    Most interesting might be the (correctly) calculated render time for this scene: about one hour twenty five minutes for 4000 Samples per pixel. And that on a computer originally built in 2010!

    Cheers!

    Erik

    DAZ_Octane_screenshot_SKANDI_VRAM.jpg
    1920 x 1200 - 401K
  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ...yeah with the types of scenes I create and textures I use, that 4GB would get chewed up pretty fast.

    Cannot afford to sink nearly 1,000$ into a Titan Black (which that only adds an extra 2 GB) and Quadros are totally out of the question. This is why I am sticking with Lux as 2.0 will have a much improved GPU rendering capability and I can get a Sapphire R9 290X (8 GB) for less than half the cost of the Titan Black.

  • erik leemanerik leeman Posts: 262
    edited December 1969

    I think you might be amazed about what fits into that 4 GB, I know I was.
    Still am, to be honest.

    Cheers!

    Erik

    Octane_The_Forest_03.jpg
    1920 x 1200 - 779K
  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ...I've had CPU rendered scenes at 1,400 x 1,050 resolution top out at just under 11GB. Even crashed while sending a scene to Lux once because the file exceeded the available memory. Caused Windows to go into error mode and reboot the system.

  • erik leemanerik leeman Posts: 262
    edited December 1969

    I did that forest scene (same environment, but with a different girl and without the jeep) in Reality / LUX render before, and if my memory doesn't fail me it took about 19 or 20 GB of RAM to have it rendered. That was a bit of a worry because my PC 'only' has 24 GB on board.
    Again, to this day it surprises me every time how much I can shovel into a scene with Octane without breaking things.

    Cheers!

    Erik

  • ArtiniArtini Posts: 10,285
    edited December 1969

    Your renders look fantastic, erik leeman. How many Genesis 2 Female/Male with clothes and hair could you
    fit in the scene to render them in Octane with your current computer setup?

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

    I did that forest scene (same environment, but with a different girl and without the jeep) in Reality / LUX render before, and if my memory doesn't fail me it took about 19 or 20 GB of RAM to have it rendered. That was a bit of a worry because my PC 'only' has 24 GB on board.
    Again, to this day it surprises me every time how much I can shovel into a scene with Octane without breaking things.

    Cheers!

    Erik


    ...your system has twice the memory mine has. Looking to upgrade but while DDR3 memory is rather inexpensive (24 GB costs about 150$ less than the 12 GB I have in there now) I also need to update the OS to Win7Pro to support more than 16GB which pretty much offsets the savings.

    If I had the resources I'd jump to a dual 8 core Xeon system I've been designing with 128GB (to start) and the Sapphire R9. I know of one person who manged to bring a Duo 6 core Xeon Mac Pro (pre "coffee can" version) with 64 GB to it's knees during a render job.

    Post edited by kyoto kid on
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