I'm expirimenting with blender and cycles again. I like nature, and without robust particles and instancing it's hard to do in studio. Look at all the grass!
very minor postwork, mostly just the color raw tool and adding the monogram.
Got a few minutes to play with OCDS and Octane. The shaders for the fiure are a direct conversion from Iray materials to Octane. Not to bad for no modifications in Octane.
A few notable things about this: The pants, jacket, helmet, and boot laces were set to Cloth and use the Denim preset. I experimented with a few different Warp and Weft settings until I got the look I wanted. Finally, I saved my mat settings as automatic presets for later use.
Woo! Thanks for remembering Blender. It tends to get forgotten, but is turning into a great renderer (SSS is GPU ready now!)
Neither good nor bad but I think it is the most different of the three, definitely in terms of setup but also look.
Anyhow, here's some renders: one is my current needlessly complex skin setup, the other an unfinished work on my favorite theme, seated ladies in green dresses.
Some very nice renders. I've become tired of trying to get content to look good in LuxRender via Reality. I know Paolo tries, but the lack of materials and shaders is more than my feeble skils to overcome. If I ever win the lottery, I may check into Octane. It is far easier for me to think of light in the physical realm than the ray trace rendering.
Some very nice renders. I've become tired of trying to get content to look good in LuxRender via Reality. I know Paolo tries, but the lack of materials and shaders is more than my feeble skils to overcome. If I ever win the lottery, I may check into Octane. It is far easier for me to think of light in the physical realm than the ray trace rendering.
Thank you. It is challenging, but I enjoy the learning experience, and especially being able to take credit for more of the creative process.
A few notable things about this: The pants, jacket, helmet, and boot laces were set to Cloth and use the Denim preset. I experimented with a few different Warp and Weft settings until I got the look I wanted. Finally, I saved my mat settings as automatic presets for later use.
I'm rendering in Blender again... Trees. I love trees. In the real worldTM I take lots of pictures of trees, and I like rendering them. Blender's been rocking with updates for tree creation with updates to their main tree addon and a new one that has welds for the intersections (which is super exciting)
Theres still room for improvement, I should've made the needles smaller and more numerous for one thing.
I really quite like the snow on the ground, I was aiming for old snow with a crust rather than the ubiquitous fresh soft snow
Also Blender does much prettier bokeh than Irayliik at the bottom front of the tree, so nice.
Awesome render! I didn't realize Blender had a decent tree making tool. How are the rest of the landscape tools? Can you apply wind forces to the trees like in Vue?
Gederix - another great render! Love the reflections on the shield!
Artini - those interiors look great - do they really only take 15.4 ms (that's milliseconds?) - that's incredible! (Unless the lighting is precalculated, then I can more believe it, but it is still impressive for this quality).
...I'd like to see how the full GI mode does with skin and hair. This seems to be a major issue with Iray and other photo real render engines.
This is partly to do with the complexities of those materials, with lots of sub-surface scattering to do it well, and partly that we are so sensitive to minute variations when it comes to people, hence the "uncanny valley" syndrome. And pre-calculation works for a static scene, but not a moving character.
Comments
Blender cycles
(the real one ..not the fob in poser 11)
A custom face morph I made for the genesis 2 male
based on myself.
Another Octane for DAZ Studio view of Stonemason's new forest scene.
Same settings for materials as before, but this time with a different HDR as light source.
Cheers!
Not everyone likes all that green stuff ; )
Octane for DAZ Studio render of Stonemason's new forest scene.
Cheers!
Another version of my Fern Lake (by Stonemason) scene.
Rendered in Octane Render for DAZ Studio.
Cheers!
The Lab
Rendered in Octane Render for DAZ Studio.
Going to add more stuff.
Cheers!
2016-04-21 new version
A rock!
I'm expirimenting with blender and cycles again. I like nature, and without robust particles and instancing it's hard to do in studio. Look at all the grass!
very minor postwork, mostly just the color raw tool and adding the monogram.
Another portrait, another skin shader
Gallery version here - http://www.daz3d.com/gallery/#images/123816/
Got a few minutes to play with OCDS and Octane. The shaders for the fiure are a direct conversion from Iray materials to Octane. Not to bad for no modifications in Octane.
Great looking skin in both of these.
I re-installed Reality a couple days ago, and am doing technical exercises with converted Iray mats to practice using its material editor.
Soldier 2.0 for G3M
Rendered: 9/06/16
Made With:
Aiden for Michael 7
Soldier 2.0 for G3M
A few notable things about this: The pants, jacket, helmet, and boot laces were set to Cloth and use the Denim preset. I experimented with a few different Warp and Weft settings until I got the look I wanted. Finally, I saved my mat settings as automatic presets for later use.
Strict Teacher
Rendered: 9/07/16
Made With:
Esme for G3F
Strict Teacher for G3F
Ades Hair with a Prefit for V7
Specs Appeal for G3F, G3M, G2F, G2M
Rose Embellish Sandals for G3F
The two most challenging items were the blouse and Esme's lips. Suffice it to say, I am very happy with the results.
Really, really gorgeous :).
Laurie
Some very nice renders. I've become tired of trying to get content to look good in LuxRender via Reality. I know Paolo tries, but the lack of materials and shaders is more than my feeble skils to overcome. If I ever win the lottery, I may check into Octane. It is far easier for me to think of light in the physical realm than the ray trace rendering.
Thank you. It is challenging, but I enjoy the learning experience, and especially being able to take credit for more of the creative process.
Those materials look great!!
I'm rendering in Blender again... Trees. I love trees. In the real worldTM I take lots of pictures of trees, and I like rendering them. Blender's been rocking with updates for tree creation with updates to their main tree addon and a new one that has welds for the intersections (which is super exciting)
Theres still room for improvement, I should've made the needles smaller and more numerous for one thing.
I really quite like the snow on the ground, I was aiming for old snow with a crust rather than the ubiquitous fresh soft snow
Also Blender does much prettier bokeh than Irayliik at the bottom front of the tree, so nice.
Awesome render! I didn't realize Blender had a decent tree making tool. How are the rest of the landscape tools? Can you apply wind forces to the trees like in Vue?
Reality 4.1
Great render!
Unity 5.4.1.
And more from Unity 5.4.1
Rendering time was also very short: 15.4 ms on my old GeForce GTX 670 with 2 GB of VRAM. The scene is from ArchViz PRO Interior Vol.3
And just one more... I wish I could put some Genesis 3 character into Unity and match the quality of the render there.
Thanks!
And one more, Reality 4.1.
Gederix - another great render! Love the reflections on the shield!
Artini - those interiors look great - do they really only take 15.4 ms (that's milliseconds?) - that's incredible! (Unless the lighting is precalculated, then I can more believe it, but it is still impressive for this quality).
Yes, it is 15.4 milliseconds, as Unity is a game engine and people there expect at least 60 FPS (Frames Per Second).
Lighting is precomputed, but there is also realtime GI mode available and I will test it as well.
Since the whole scene has baked lighting, one can freely move around there and I like that magic it produced.
Below are the settings and the scene itself.
...I'd like to see how the full GI mode does with skin and hair. This seems to be a major issue with Iray and other photo real render engines.
This is partly to do with the complexities of those materials, with lots of sub-surface scattering to do it well, and partly that we are so sensitive to minute variations when it comes to people, hence the "uncanny valley" syndrome. And pre-calculation works for a static scene, but not a moving character.
Artini - thanks for the info.
Slightly OT. Next year Octane renderer will be available for free in Unity. Find out more on:
OTOY's Jules Urbach on OctaneRender + Unity Integration - Unite 2016 Keynote
Wow - that sounds like big news! I render most of my stuff with Octane Render for Carrara these days.