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I am not asking...I scream 43hrs and counting?????????????
what are you rendering? A poster?
Not quite :) 3507x2806px and there is alot of reflections in it. This is a small test render I did to make sure it looked right
45 hours now and still only 18%, no Nvidia card, CPU only
Gold Buddha In Temple
Sounds about right...Luxrender would be about the same time frame.
50 hours now at 20%
well, that would be to long for me :) much to long :)
Being retired time doesn't mean much. I will let it run until I think it will print without too much noise. I'll run it through Photoshop first though to clean it up more as I do with my photographs. It doesn't stop me doing other things though. I have set up a render in Bryce; added a few photographs to a video I am putting together; ran another copy of DAZ Studio to check something and took a couple of screeen grabs, and have been surfing the internet and checking email too. I have also been in the garden tidying it up for the winter and started fitting the sockets in my shed that I have just lined, insulated and wired with electrics to take my four tropical fish tanks
a lot to do so it seems :)
I do not understand this software. Just loaded my new character into the scene, applied another skin to it, rendered it, it worked, set another pose, want to render it, nothing, I got a brickyard error notification and thats it, image was rendered without anything except the backround color
Brickyard error is very common...navigate to the Brickyard folder and delet its contents. Then render...that will force a rebuild of what was in there.
Well, at the next time it worked, now I am trying to create the texture new without SSS, can it be that the values for glossiness and strenght at the new shader is in the opposite to the old? means higher values less result lower value more result? Or I change the wrong values, maybe, I am more into these elite shaders, the new shader I have to play with until I know what is what
the good thing without SSS you get what you see in tone and color and brightness pre render compared to render, that is what I want. The only thing is to fix the specular values now
and here is what I meant and wanted, that pre render and render looks nearly equal in tone, color and brightness, prieview lights is of "on" in this image so you also have an idea of shadows. Maybe the values for lights are a bit to high but I am just testing
BTW if it comes to rendertimes it seems that it makes no difference if you have SSS on or off.
this render without SSS but diffuse strength at 100% and changed values for specular glossiness and strength (which I am already working on) with one AoA spot 90% intensity and one AoA Ambient at 30% intensitiy took 7 minutes to render in progresive render mode and 3Delight. The other image shows a screenshot with lights previewed "on", bright but not glowing. second render has spotlight at 100% rendertime also 7 minutes.
The skin in the images look relativly real to me without SSS, with original Jeane SSS material the skin would look much more red and unnatural in my opinion.
I have a handful of colored characters, that look greenish-greyish in preview, and only get their correct coloring when rendered... Even one guy who just has a tan in render, and looks in preview like he got charcoaled...
So... yeah, it would be great to have "WYSIWYG" for the preview, but after working with the skins for a while, I can see where the "strange" coloring vomes from. It's obviously something that the OpenGL, which is doing the preview, can't properly translate.
If you want "real preview", start the IPR-window. The current "preview" should probably be re-lablled as "Posing Window"...
so an image with G3F and Jeane skin without SSS rendered in 3Delight progressive mode
lights:
1 AoA Distant light at 100% light intensity 80% shadow strength 50% shadow softness
1 AoA Ambient light at 25% light intensity no shadow
rendertime:
9 minutes 21 seconds
pre render calculation:
nearly nothing
and two screenshots one without lights and one with and as you can see, no glow effect and much more pleasent to work with and not getting blind :) (Just my opinion)
Well the thing is, I hate to work with green or red or yellow or pink or what ever shining people, and its not alone the color, it is the glow effect SSS has in the preview that cost nerves (my opinion).
As you can see at these three images I have posted. Image 1 rendered version compared to image 3 work version with lights on the difference between tone and color and brightness of the skin is by far not as different as with SSS. And also with lights off it is much more pleasent to work with compared to the glowing figure you have with SSS. It is just my opinion, maybe there is a method to reduce the "glow effect" you have with SSS but has no influence of the render result. I do not know.
I think I will buy a view characters or skins and fix them to my needs without SSS and use them on the new figures, will cost a bit of time but it's worth it. Because I really like the new figures but I do not like the new shaders.
If a material set doesn't include a grey scale translucency map for the SSS Strength channel than it is best just to turn it off otherwise the SSS effect will have an unnatural all over appearance.
Not necessarily...using the PROPER scale value and low SSS strength, can achieve the subtle scattering without control maps. Basically a scale value of over 1 means that the SSS effect is 'deeper' than 1 cm...and last I checked my index finger is around 2 cm thick (and yes that is 1 cm from all sides of something like a finger), The control map is multiplying the strength by an attenuation factor (black = 0; full off) to end up with same thing.
Yes if you understand the shader you're working with than it is possible to get ok results. My statement was more for the average user that just wants to apply a material preset and get predictable results that work well in most lighting conditions.