Show Us Your Iray Renders. Part V

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Comments

  • nonesuch00nonesuch00 Posts: 18,846
    Hellboy said:
    Hellboy said:

    I´ a bit puzzled with something... What determines the progress bar in Iray? I set the max samples and max time to absurd huge amounts (way beyond the limit) to ensure it renders like forever but it stills seems to know when a render should be finished. Wasn` it supossed to be an endless rendering time engine?

    To get it to run until you cancel you are supposed to set it to 100% converged because it will never converge is what i was told.

    I have had my percentage rendered go from 1% back to 0%, eg on my latest render. I am using the latest public beta though, maybe it has a bug.

    What I would like is if we could adjust the render time after we started. Say 12 hours maximum but it still isn't converged enough to my liking so I add on 12 hours sometime before the current 12 hours is finished.

    You can do it, but it`s a bit hidden.

    In the render window there is a tiny triangle in the left. It will show the render settings and you can add more time. :)

     

    Oh, wow, thanks.

  • BobvanBobvan Posts: 2,653
    edited November 2016

    I set coverge 99.9 % quality 70% time 0 max samples a million it would run for a week if I chose to. The longest I have needed on the odd occasions is 12 to 15 hours for bigger scenes like I posted above.

    Post edited by Bobvan on
  • L'AdairL'Adair Posts: 9,479
    edited November 2016
    Hellboy said:

    I´ a bit puzzled with something... What determines the progress bar in Iray? I set the max samples and max time to absurd huge amounts (way beyond the limit) to ensure it renders like forever but it stills seems to know when a render should be finished. Wasn` it supossed to be an endless rendering time engine?

    The way DAZ Studio implemented Iray in 4.8 and in the current release of 4.9, it is not endless. There are several parameters that control the length of the render: Max Samples, Max Time, Rendering Quality Enable, Rendering Quality, and Rendering Converged Ratio. Rendering will stop when any one of the parameters are met. It sounds like you have Rendering Quality Enable set to On and Rendering Quality set to "1," (the default settings.) When Render Quality is used, the render will stop when the program detects you have reached the Rendering Converged Ratio. Also, in my own experience, setting the Rendering Converged Ratio to 100% does not cause the render to go on indefinitely, so that may be dependent on hardware.

    Currently, the easist way to have control over the length of the render is to set  Rendering Quality Enable to "Off," which takes the Rendering Quality and Rendering Converged Ratio out of the equation. Then the only settings controlling the render length are Max Time and Max Samples. You can then turn off Max Time by setting the parameter to "0" leaving Max Samples as the only setting to control the length of the render. (This is how I now render everything.) If you need more than 15K samples, you can change the limit or turn limits off completely in the parameter settings.

    Also, the current beta, 4.9.3.128, allows you to turn off Max Samples. Hopefully that will be the case going forward.

     

    Post edited by L'Adair on
  • SotoSoto Posts: 1,451
    edited November 2016
    L'Adair said:
    Hellboy said:

    I´ a bit puzzled with something... What determines the progress bar in Iray? I set the max samples and max time to absurd huge amounts (way beyond the limit) to ensure it renders like forever but it stills seems to know when a render should be finished. Wasn` it supossed to be an endless rendering time engine?

    The way DAZ Studio implemented Iray in 4.8 and in the current release of 4.9, it is not endless. There are several parameters that control the length of the render: Max Samples, Max Time, Rendering Quality Enable, Rendering Quality, and Rendering Converged Ratio. Rendering will stop when any one of the parameters are met. It sounds like you have Rendering Quality Enable set to On and Rendering Quality set to "1," (the default settings.) When Render Quality is used, the render will stop when the program detects you have reached the Rendering Converged Ratio. Also, in my own experience, setting the Rendering Converged Ratio to 100% does not cause the render to go on indefinitely, so that may be dependent on hardware.

    Currently, the easist way to have control over the length of the render is to set  Rendering Quality Enable to "Off," which takes the Rendering Quality and Rendering Converged Ratio out of the equation. Then the only settings controlling the render length are Max Time and Max Samples. You can then turn off Max Time by setting the parameter to "0" leaving Max Samples as the only setting to control the length of the render. (This is how I now render everything.) If you need more than 15K samples, you can change the limit or turn limits off completely in the parameter settings.

    Also, the current beta, 4.9.3.128, allows you to turn off Max Samples. Hopefully that will be the case going forward.

     

    Oh thanks, that explains a lot! Yeah that`s the case, before I just had to set max time and samples to the max and it went like almost forever. I am not touching quality or ratio. Does quality actually affects the image quality or it`s just something else? I never saw a difference.

    Post edited by Soto on
  • Oso3DOso3D Posts: 15,100

    Showing off a few recent and not so recent things.

    In retrospect, using the skydome as the majority of the lighting was a mistake; I might have been better off just using it as a backdrop image or something.

    Took a lot of work trying to tone map the original image to not blow out the moon.

    Withered in Moonlight.png
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  • MattymanxMattymanx Posts: 7,000
    edited November 2016
    Post edited by Chohole on
  • ben98120000ben98120000 Posts: 469
    edited November 2016
    Hellboy said:
    L'Adair said:
    Hellboy said:

    I´ a bit puzzled with something... What determines the progress bar in Iray? I set the max samples and max time to absurd huge amounts (way beyond the limit) to ensure it renders like forever but it stills seems to know when a render should be finished. Wasn` it supossed to be an endless rendering time engine?

    The way DAZ Studio implemented Iray in 4.8 and in the current release of 4.9, it is not endless. There are several parameters that control the length of the render: Max Samples, Max Time, Rendering Quality Enable, Rendering Quality, and Rendering Converged Ratio. Rendering will stop when any one of the parameters are met. It sounds like you have Rendering Quality Enable set to On and Rendering Quality set to "1," (the default settings.) When Render Quality is used, the render will stop when the program detects you have reached the Rendering Converged Ratio. Also, in my own experience, setting the Rendering Converged Ratio to 100% does not cause the render to go on indefinitely, so that may be dependent on hardware.

    Currently, the easist way to have control over the length of the render is to set  Rendering Quality Enable to "Off," which takes the Rendering Quality and Rendering Converged Ratio out of the equation. Then the only settings controlling the render length are Max Time and Max Samples. You can then turn off Max Time by setting the parameter to "0" leaving Max Samples as the only setting to control the length of the render. (This is how I now render everything.) If you need more than 15K samples, you can change the limit or turn limits off completely in the parameter settings.

    Also, the current beta, 4.9.3.128, allows you to turn off Max Samples. Hopefully that will be the case going forward.

     

    Oh thanks, that explains a lot! Yeah that`s the case, before I just had to set max time and samples to the max and it went like almost forever. I am not touching quality or ratio. Does quality actually affects the image quality or it`s just something else? I never saw a difference.

    Render quality value is a threshold after which individual pixels are considered converged. Increasing the value asks for better converged pixels, which, ofc, increases the render time, in roughly linear fashion. Increasing it from 1 to 2 will roughly double the render time.

    Rendering converged ratio is a render stopping mechanism which works in conjunction with render quality setting. Value of 95 % says "stop the render when 95 % of pixels in the image cross the render quality threshold". 

    Post edited by ben98120000 on
  • nelsonsmithnelsonsmith Posts: 1,337

    If there was an actual Daz master out there, I'm pretty sure they could make a fortunate simply analzying renders and then detailing how to make them better, just like on some photography sites.  I seem to be disappointed with all my renders of late;  thinking about going back to the drawing board and learning everything from scratch.

     

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  • kyoto kidkyoto kid Posts: 42,159
    edited November 2016

    ...same here, particularly characters.  I feel I've wasted a lot of time messing with materials parameters to make them look more like they actually match the quality of a setting, but with little if any success.  Skin still appears too "rubbery".  I don't have a very powerful system for Iray so use of HD textures is out.

    Post edited by kyoto kid on
  • ToborTobor Posts: 2,300
    edited November 2016

    This is the first render that took almost 3 days. I finally stopped it at I think 18% converged but it was usable...  Now trying out a Poser RDNA scene that I added Iray Uber to and specific materials on a few objects. I stopped it to check the render settings but it was at 16% converged for over 16 hours... All the setting are in above post. Thanks.

    Convergence is an estimate, based on a number of internal metrics Iray uses to try to determine completeness. In scenes like this one it's virtually useless. Only you can determine if it's fully rendered.

    Your screen shots of the rendering progress suggests each iteration is taking a very long time. It's not the number of iterations, which would drive faster convergence, but the computational overhead of the scene for each iteration. The intended appearance of your image notwithstanding, the following are probably contributing to slowdowns for each pass:

    1. Hair texture. Stranded hair can really slow down any render, depending on how it was done.

    2. Number of reflections. As noted, you can change the Max Path Length to a positive number; -1 means "infinite," which when glass and other reflective surfaces are involved, can exponentially affect render times. Avoid values under 6, or else multi-surfaced objects like eyes will appear black. 

    3. Light-tone map imbalance. In one of your screenshots you show a shutter speed of 1/16 second. This suggests that there's not enough light in the scene, and there is a dearth of samples in each pass. Increase the light, then adjust the tone mapping to return the image to the overall look you want. Light intensity and exposure is reciprocal: double the light; halve the exposure. The more light in the scene, the more samples. The more samples, the faster the pixel conversion.

    4. Indirect light illuminating the interior. This is hard to tell given your setup, but it appears the walls and wood work are all lit indirectly from the light coming through the window. Nice effect, but it causes Iray to work overtime. Introduce "hidden" light sources inside to add light in critical areas. This is a common technique in photography and movies, and has to do with giving detail in otherwise dark areas of the frame. When done properly, the viewer will not be able to discern the additional light sources, but parts of the scene will "read" better because of the booster lights. In Iray, one or two well placed auxilliary lights can help cut down render time. 

    Edited to add: All this said, it's a great scene as-is, so hopefully whatever you do to fix the rendering slowness won't alter the effect of the image.

    Post edited by Tobor on
  • Oso3DOso3D Posts: 15,100

    Another larger image, so just a link:

    http://willbear.deviantart.com/art/Gorgon-Chill-647636079

  • kyoto kidkyoto kid Posts: 42,159

    ...for a few moments my eyes didn't focus correctly and the title looked like Gorgon-Chili.

     

     

  • TJohnTJohn Posts: 11,353
    kyoto kid said:

    ...for a few moments my eyes didn't focus correctly and the title looked like Gorgon-Chili.

     

     

    Yum...

  • Oso3DOso3D Posts: 15,100

    I'm now so tempted to either make a chili pot with snakes coming out or that Gorgon eating chili...

  • j cadej cade Posts: 2,310

    I'm back working on my toony character.

    It all started out with me wanting to do a pose with dramatic perspective

    Definitely click for the full view of  this one, you can see the spheres reflected in the eyes and its super cool! (I'll admit I did help them with some painting but the basis was there, I was just brightening them not completely adding them in, (if I hadn't forgotten to render to canvas I totally would've been able to just get them from tonemapping)

     

    So the new beta has settings for aperture blades, to conceivably get pretty bokehs in your depth of field, but IDK I still cant get it as nice looking as I can in Cycles, so it was postwork (the NIK filters) to the rescue there. 

     

    I'm slightly annoyed because I couldn't find a better spot to put my sig in the image, It didn't really fit anywhere :(

  • nonesuch00nonesuch00 Posts: 18,846

    Very nice pixie. She looks like a modernized Tinkerbell.

  • MattymanxMattymanx Posts: 7,000

    Nice bokah effect.  The orange lighting is not over powering either.

     

    First Mate 3

    http://www.daz3d.com/gallery/#images/255051/

  • Oso3DOso3D Posts: 15,100

    Experimenting with a simple variation of my WTP shaders. In this case, using top coat to create effective micropores to give more realism to the surface.

    In the image, WTP Bump Skin Overlay is on the left, the default conversion on the right.

    If you go to the freebie subforum ( http://www.daz3d.com/forums/discussion/comment/1581641/#Comment_1581641 ), I've uploaded the skin shader preset.

    All you need to use it is put it in shader presets and double click for any skin surfaces, then set Base Color, Translucency Color, and Top Coat Color to a diffuse color map. (You can keep normal/displacement if you want for more detail)

    This should be about as one-click as you can get. I'll be curious what people can do with it and will be providing additional experiments.

    Note that it's optimized for light skin; other skins require a little tinkering.

     

     

    Eisa WTP v Standard.png
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  • IvyIvy Posts: 7,165

    Seasons greeetings

    Olaf and Sven say  Try to catch a snow flake on your tongue, betcha can't do it becha, betcha !

    Frozen Fan Art,  something fun I did with my grandson tonight.  best viewed full sized

  • LotharenLotharen Posts: 282

    @Ivy Love this one! Sounds like a good time too.

  • Oso3DOso3D Posts: 15,100

    Inspired by recent discussion.

    It is REALLY hard to do a realistic kid's face. The chin ends up overly pointy, the cheeks all weirdly high/big. It took a LOT of tweaks to get it to look less horrifying.

    I think I went with Jayce + Growing Up morphs plus a few other things. In retrospect, I should probably have started with Growing Up and then added.

     

    Kiddo.png
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  • mjc1016mjc1016 Posts: 15,001
    edited November 2016

    In  another thread, the MMD (MikuMikuDance) import was brought up again....and after a little playing around with a couple of models, I did this one...

    CWG.png
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    Post edited by mjc1016 on
  • DarwinsMishapDarwinsMishap Posts: 4,087
    edited November 2016

    Modern Day Pirate-which I'm re-doing since I missed a few things and it didn't bake long enough.

    Post edited by Chohole on
  • FSMCDesignsFSMCDesigns Posts: 12,852

    very nice pirate DM!!

  • Thanks! 

  • Oso3DOso3D Posts: 15,100

    Now that's piracy I can get behind!

     

    heh heh

     

  • lol, Will!

  • mjc1016mjc1016 Posts: 15,001

    Modern Day Pirate-which I'm re-doing since I missed a few things and it didn't bake long enough.

    What's funny is that before I scrolled down enough to see more than the top of the head...I thought Capt Jack!

    And to make it even funnier...my kids are watching PotC 2: Dead Man's Chest, right at this moment.

  • DarwinsMishapDarwinsMishap Posts: 4,087
    edited November 2016

    lol- great movies, all of them!

    And the updated version:

    Post edited by Chohole on
  • Oso3DOso3D Posts: 15,100

    Daz horse 2 with bridle and saddle, Terradome3, Iray Super skies, Wither HD figure, Old World Knight torso armor, Bandit pants, torch fire and Sickleyield's fog props, plus a fair bunch of NGA Anagenessis on figure and horse.
    Everything tweaked a bunch.

    Oh, and I used VWD to tweak the reins (given recent discussion). I mostly focused on the bit between the hands. One problem is that the reins are the same surface as the rest of the leather on the bridle; if I wanted more precision I'd have to carefully select JUST the reins to drape. (I ran into some problems attempting just this with the reins clipping through fingers before electing to just focus on the center bit)

     

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This discussion has been closed.