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

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  • Robert FreiseRobert Freise Posts: 4,572
    edited December 1969

    Yeah I've changed the light setting on all 24 of the torches that were converted to lights which aren't visable in the picture because of the view angle and am rerendering now

  • PhilWPhilW Posts: 5,160
    edited December 1969

    In an unbiased renderer, the "amount" of noise (if I can put it like that) halves when you double the render time (or will be one tenth the level given ten times the time, etc). You can therefore pretty quickly determine if a given image is going to clear fast or slow. For example, if the image is fairly good but with some perceptible noise after say 6 mins, then after an hour it will be one tenth the level of noise, and you can estimate whether that will be OK or not. If you have already been rendering for an hour and it is still very noisy, it is going to take days for it to clear - in my book, time to cancel the render and try another lighting approach!

  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Not really satisfied with this one
    render time = 40 hrs
    Don't know where bright white line in floor came from

    Great Scene! Like Phil mentioned, I think it's a light issue, there just isn't enough light for the image to resolve quickly, but dark scenes in Lux will take longer to render.

    Did you use auto-linear or linear in Lux? It's hard to tell how good your lighting is using auto. Another thing that will help is a large, low intensity mesh light placed where you would like the dominant light to be coming from. Also, make sure your mesh lights that you want to control the intensity of separately in Lux have different group names, this will give you much better dynamic control of the lighting while Lux is running.

    Hope some of this makes sense and helps (and is stuff you didn't already know).

  • DustRiderDustRider Posts: 2,879
    edited January 2015

    Speaking of low light images, the attached image is a cropped portion of the full image that can be seen in my Rendo gallery. I can't post it here, due to nudity, but this is an image that I think the nudity enhances the mood and atmosphere of the image (full image here: http://www.renderosity.com/mod/gallery/index.php?image_id=2558952 ). To get the background portions of the room to clear of firefly's I turned the light sconces in the room model to very very low intensity mesh lights. Other than the sconces, the only lighting in the scene is the sunlight coming through the window.

    I really like the painting like feel of this image, especially given the fact that it's pretty much straight out of Octane. The only post-work on the image was to reduce the size, and add the sig.

    Bree_Vanity2_clip.jpg
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    Post edited by DustRider on
  • Robert FreiseRobert Freise Posts: 4,572
    edited December 1969

    dustrider said:
    Speaking of low light images, the attached image is a cropped portion of the full image that can be seen in my Rendo gallery. I can't post it here, due to nudity, but this is an image that I think the nudity enhances the mood and atmosphere of the image (full image here: http://www.renderosity.com/mod/gallery/index.php?image_id=2558952 ). To get the background portions of the room to clear of firefly's I turned the light sconces in the room model to very very low intensity mesh lights. Other than the sconces, the only lighting in the scene is the sunlight coming through the window.

    I really like the painting like feel of this image, especially given the fact that it's pretty much straight out of Octane. The only post-work on the image was to reduce the size, and add the sig.

    Went and had look lovely render

    Have reworked mt AliceRE and will be posting two variants in a little while
    Gotta let my shrimp cocktail settle first

  • Robert FreiseRobert Freise Posts: 4,572
    edited January 2015

    Scrapped the torches for now as they just weren't working

    First Redo AliceRE001a using three mesh lights and differant coat and hair textures
    Second redo AliceRE001b useing only one mesh light
    Done in Poser Game Developer Reality4 and Lux
    Picture order is reversed

    AliceRE001b.png
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    AliceRE001a.png
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    Post edited by Robert Freise on
  • PhilWPhilW Posts: 5,160
    edited December 1969

    These both looks great! I take it they were quicker to render too. I think I prefer the bottom one, for the shadows, but both look really good now.

  • Robert FreiseRobert Freise Posts: 4,572
    edited December 1969

    PhilW said:
    These both looks great! I take it they were quicker to render too. I think I prefer the bottom one, for the shadows, but both look really good now.

    Don't know on 1a as I got distracted by RL and it was 14 hours later that I got back to it but I suspect that it was probably pretty well done at about an hour that's how long 1b took to look pretty much done although I let it run for about 6 as RL interfered again

  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Huge improvement in render time and render quality!! Both are great, but I've got to agree with Phil, I like the shadows in the first one the best.

  • Robert FreiseRobert Freise Posts: 4,572
    edited January 2015

    Thanks

    Post edited by Robert Freise on
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Title: A Day in the Life of a Time Traveler:
    A New Day, A Different Year, A New Friend, A New Challenge

    Set up in Carrara 8.5 Pro and rendered using the Ocatne plugin for Carrara, and lit with one mesh light. The only post work was a slight adjustment to levels.

    Main Items Used:
    Both Figures are Genesis 2 Female
    The figure on the left is a custom figure based on V6 with a custom skin texture, wearing the Riae outfit for V4 and Xenia Hair for Genesis
    The figure one the right is a figure based on Karma with the Charlie skin textures from the Hot Mess Bundle and wearing Jingle Girl for G2F and Gregoia Hair for Genesis
    The Millennium Dragon
    Return to Enchanted Forest
    Morpheus3d-2002-Time-Machine from sharecg (completely re-textured for Octane)

    Please click on the image to see the full resolution version.

    Time_Traveler_2.jpg
    2000 x 1667 - 836K
  • Robert FreiseRobert Freise Posts: 4,572
    edited December 1969

    Very nice work
    One of my favourite subjects

  • PhilWPhilW Posts: 5,160
    edited December 1969

    Dustrider - a very impressive image!

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

    ...indeed.

    Wasn't much taken by a some Octane renders I've seen considering the "price of admission" (both for the software and the GPU to support it), but this really looks good.


    Well, just got the latest update of Reality4 installed so beginning tomorrow, back to experimentation and learning.

  • Hiro ProtagonistHiro Protagonist Posts: 699
    edited December 1969

    I've found the latest R4 update to be much more troublefree. My main annoyance was with Reality not recognizing new objects added to the scene in some circumstances, and I have not had a problem with that with the new update. You do need to start with fresh scenes though (i.e. that you have not used previous versions of Reality on). Saving items from troublesome scenes as scene subsets and reloading into a fresh scene has always been a solution that's worked for me.

    While I'm here, here is a close up from a scene I was working on, featuring RawArt's Ogora the Orc. I had to modify the SSS colours for this as the default produces bright red ears and a yellowish-brown body on the green skin option. I don't think I'll finish the full scene as I couldn't get it to work and I am now thoroughly bored with it.

    orc2.jpg
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  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ...I still wonder why that is happening. One would think if the materials settings were saved in the Reality scenefile under an earlier version (especially an older update of the same base release) , they would still all show in the materials tab in the new one. I've opened scenes done in older versions of Daz 4.x with no issues. Shoot, I've opened scenes done in Daz 3.1A in 4.x and that even works.

    It is a real pain when you have to reset a lot of materials and mesh lights all over again, especially in a big scene.

  • Robert FreiseRobert Freise Posts: 4,572
    edited January 2015

    Poser Game Developer Reality 4
    Settings were Film Resp: Fujifilm Cine FCI
    ISO: 800
    Shutter: 20
    FStop: 5.6
    1 mesh light
    Flames Lantern candle, and lava set as light emitters

    Oh_Crap!2.png
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    Post edited by Robert Freise on
  • Hiro ProtagonistHiro Protagonist Posts: 699
    edited December 1969

    Poser Game Developer Reality 4
    Settings were Film Resp: Fujifilm Cine FCI
    ISO: 800
    Shutter: 20
    FStop: 5.6
    1 mesh light
    Flames Lantern candle, and lava set as light emitters

    Emitter materials working really well there, Robert. I haven't really tried these properly and that's very encouraging.

    The scene reminds me a bit of the game Morrowind, in the the last part of the main quest where you have to despatch the mad god Dagoth Ur in a place like this. Quite a bit of lava in that game!

  • MistaraMistara Posts: 38,675
    edited December 1969

    is carrara unbiased renderer?

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

    ...no, that's why there is Luxus for Carrara

  • PhilWPhilW Posts: 5,160
    edited December 1969

    The key feature of an unbiased renderer is that it is progressive - it keeps rendering until you get a smooth noiseless result, which is something that the user can judge, otherwise the renderer keeps going (or reaches a preset limit, but the limit is somewhat artificial). In a biased renderer, you have a lot of choices to make - what anti-alias level do you want, how many passes for depth of field or motion blur, what level of sampling should be applied to your indirect lighting, etc. None of this applies in unbiased rendering, it uses a sampling methodology, producing at first a noisy image and then as it progresses, the noise gets less until it no longer affects the image.

  • MistaraMistara Posts: 38,675
    edited December 1969

    Bryce does the progressive rendering? it keeps going.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,013
    edited December 1969
  • PhilWPhilW Posts: 5,160
    edited January 2015

    I haven't used Bryce in a long time so I may be out of date on this but what I recall is that rather than rendering each pixel in sequence (like Carrara does) it renders in blocks of 16x16 pixels, then 8x8 pixels etc, so you get a blocky view at first, which then gets less blocky, until it does its final 1x1 pixel pass (or perhaps there is an aliasing pass after that) and then it stops. But effectively it is still calculating each pixel just the once and taking account (as best it can) of all the lighting influences that may affect the appearance of that point in the scene.

    This is different from what an unbiased renderer does (although I can see the confusion). With unbiased rendering, it used a sampling method, so on the first pass, for each pixel it will ray trace a given path at random. So let's say the path from the viewer's eye traces back to a diffuse surface - a diffuse surface can be lit from any direction, so the first "bounce" can be in any direction too. That may trace back to a light source, but it may trace back to a background environment map (typically an HDRI, but not necessarily) and maybe another object in the scene. Let's say that the second object is red, the environment is blue and the light is yellow. Unbiased rendering makes no attempt to "balance" these influences in the way that a biased renderer would need to in order to calculate the overall light on that point. It just makes a random direction choice, so the first pass may have yellow, red or blue light and show in the image accordingly. As you can probably see (if you are still following my rambling explanation!), the degree of "error" (=noise) in this first pass will probably be very great.

    The next time this pixel is sampled, it will choose a different direction and probably end up with a different light for that point, and it will average that with the previous samples and show that in the image. As the number of samples increases, so the noise will reduce until it is effectively imperceptible. Only the user can really decide this - some images will probably be done with 100 samples, others may take many thousands to be noise-free, depending on the lighting and materials in your scene.

    I hope this makes sense!

    P.S. I should have done what Wendy did...

    Post edited by PhilW on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,013
    edited December 1969

    if you want free ones try Kerkythea or Blender Cycles

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

    Bryce does the progressive rendering? it keeps going.

    ...3DL in Daz Studio also can do progressive rendering.
  • Richard HaseltineRichard Haseltine Posts: 107,889
    edited December 1969

    Kyoto Kid said:
    Bryce does the progressive rendering? it keeps going.

    ...3DL in Daz Studio also can do progressive rendering.

    Butt hey both stop at 100%, they aren't open-ended but have a well-defined finishing point.

  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Kyoto Kid said:
    ...no, that's why there is Luxus for Carrara
    or Octane Render for Carrara :-)

    if you want free ones try Kerkythea or Blender Cycles


    Another option would be to try out the free (temporarily) "experimental" version of LuxusCore for Carrara by SphericLabs. LuxusCore gives you unbiased rendering in Carrara, an IPR, and the option of GPU or CPU rendering. CPU rendering available with a simple script addition the the config settings in the Render Room, the default behavior is GPU rendering (but some people - like me, have to make an entry into the config settings to get it to work). The free beta/experimental plugin can be found in this thread : http://www.daz3d.com/forums/discussion/50130/
  • DustRiderDustRider Posts: 2,879
    edited December 1969

    Poser Game Developer Reality 4
    Settings were Film Resp: Fujifilm Cine FCI
    ISO: 800
    Shutter: 20
    FStop: 5.6
    1 mesh light
    Flames Lantern candle, and lava set as light emitters

    Nice render and FX Robert!! It's also nice to see a few Poser renders too!
  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    dustrider said:
    Kyoto Kid said:
    ...no, that's why there is Luxus for Carrara
    or Octane Render for Carrara :-)

    ...the issue I have with Octane is that besides the initial cost (over 500$ for the Carrara version which BTW is a beta) is that is a pure GPU based render engine and specifically requires an Nvidia GPU (as Octane only works with Nvidia's CUDA GL) which also has sufficient VRAM to load and render the entire scene in. Those aren't cheap: a 4GB GTX 980 is almost 600$ while the 6GB Titan Black is over 1,000$.

    a comment on the Hacker News site:

    robert_tweed

    I've used Octane, which is a GPU-only renderer. Unfortunately, it is VRAM-per-GPU bound. In other words, you cannot render any scene larger than the usable VRAM per GPU. High end video cards with lots of VRAM also tend to have more than one GPU, so the VRAM-per-GPU figure is actually (total VRAM)/(total GPUs), with slightly less than that actually available for the scene.

    I've also experimented a bit with Lux which has a hybrid CPU/GPU mode. However I've found it isn't necessarily any faster than CPU only on my system (which has a lot of CPU cores) and it isn't as stable.

    AFAIK, there are no video cards currently available with more than 6GB per GPU, since something like a nVidia Titan Z with 12GB has to share that between 2 GPUs.

    It's conceivable that as GPU rendering becomes more commonplace we'll start to see manufacturers loading more and more RAM only high end cards, possibly at the expense of compute units if power consumption is a problem. After all, a render farm with many separate cards is just as fast as one card with more compute units, but VRAM per GPU is currently a hard limit that will affect anyone rendering very large, complex scenes.


    What he mentions by "VRAM per GPU bound" means is that having multiple GPUs will offer no boost in available graphics memory, so for example, having 2 GTX 980s will still give you only 4GB to render with, not 8.

    The author is also referring to (Nvidia) consumer GPUs. To go beyond 6GB you have to step up to the Quadro workstation line which are frightfully expensive. The most VRAM available from Nvidia is on the Quadro K6000 with 12GB which retails for about 5,000$. There is GPU by Sapphire built on the AMD R9 260 that has a full 8 GB on a single GPU, however, AMD doesn't use the CUDA GL so it is not compatible with Octane.


    if you want free ones try Kerkythea or Blender Cycles

    Another option would be to try out the free (temporarily) "experimental" version of LuxusCore for Carrara by SphericLabs. LuxusCore gives you unbiased rendering in Carrara, an IPR, and the option of GPU or CPU rendering. CPU rendering available with a simple script addition the the config settings in the Render Room, the default behavior is GPU rendering (but some people - like me, have to make an entry into the config settings to get it to work). The free beta/experimental plugin can be found in this thread : http://www.daz3d.com/forums/discussion/50130/
    LuxusCore, basically gives the same rendering options Reality4 offers for Daz Studio (though Reality doesn't involve any scripting on the user's part). Also LuxRender works in OpenCL so having an AMD GPU is preferable as their support for OpenCL is, at this point, better than Nvidia's.

    The bottom line is one has to throw a lot of money at pure GPU rendering to achieve high quality output, particularly if one does very involved scenes with rich textures. Personally I'd give it a bit more time in the hope that costs of the hardware required will come more into line. By then Lux will have more time to develop their GPU process and bring it up to the qulity level that their CPU mode is capable of.

    ...just my to zloty's on the topic.

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