I have used portals in earlier scenes (with Octane and LuxRender), but not in this one (yet) because of the relatively complex construction of the roof, and to have a standard of sorts to compare to when I do apply them to see how effective they actually are.
One thing I haven't figured out yet is if I need to add a portal to every individual glass section, or is it enough to cover the roof with one large curved surface?
That tip about the sampling rates certainly is a useful one, that's something I haven't experimented with before, so I'll give it a go.
One thing I haven't figured out yet is if I need to add a portal to every individual glass section, or is it enough to cover the roof with one large curved surface?
Erik
- It should be enough to apply a portal material to each section of the glass roof instead of the glass material.
- If the mall interior is not closed and open on another side then this side would need to be closed off too with a portal material.
- - -
I found this to be working a bit differently as I rembembered as well after reading the manual again:
Currently, portals cannot be placed in openings which are not open, eg a window with a portal cannot contain glass at this time.
Basically this means you cannot have the reflections of the glass and a portal material at the same time. Seems a portal will be most useful if you want to create a scene inside the mall when the roof is not directly visible.
At least in adition to the noise reduction by the portal material you get an additional improvement because the glass material itself is not anymore causing noise.
Based on this a curved surface to cover openings in the roof would only be needed if the original glass roof sections do not cover the roof completly.
- - -
Sidenote:
In theory you could composite two renders together:
- Your original scene with a layer mask for the glass roof reflections ( layer masks were added in standalone v2.2x)
- A render of the whole scene with a portal material.
Indeed, a portal over a glass window doesn't work with Octane (as was to be expected).
I've let that mall interior render until it reached 12,000 samples per pixel, and the noise still wasn't gone completely.
So a two-staged approach is the only way to get those reflections and a clear render of such an interior.
If you are still getting some noise at high spp values using the path tracing kernel, it may be worth trying the PMC kernel. This is very good for more complex lighting conditions - initially you may think that it is slower and noisier, but it definitely clears up quicker in some lighting conditions. I used it in this image for example, which has a lot of light sources (check out the number of reflections on the bottles!) and a lot of reflective materials. Definitely cleared quicker with the PMC kernel.
So this isn't finished; eventually there will be a person in the foreground, but I want to show off how well the 3d foreground and background blend. Notice how the background has depth of field. (I am really proud of it)
The rock is sculpted by me and the same material I used here http://www.daz3d.com/gallery/#images/35556/ but the moss uses some simple objects in the place of strands, and as a result is so much quicker and lower memory to render its not even funny. (I wish I'd learned that earlier)
If you are still getting some noise at high spp values using the path tracing kernel, it may be worth trying the PMC kernel. This is very good for more complex lighting conditions - initially you may think that it is slower and noisier, but it definitely clears up quicker in some lighting conditions. I used it in this image for example, which has a lot of light sources (check out the number of reflections on the bottles!) and a lot of reflective materials. Definitely cleared quicker with the PMC kernel.
I'm sorry if I didn't mention this before, but I always render in PMC mode with Octane, I never use DirectLighting or PathTracing.
I'm still working on that Octane render of the Suburban Shopping Mall by FirstBastion.
Completely different atmosphere already, just by adding some lights.
The glass roof is okay now, removing the original glass bits was a bit of a hassle with DAZ Studio crashing all the time.
The shop windows have glass panels that have odd refraction properties in Octane, I'm not quite sure why.
Turned the original 'RealityLight' surfaces in the lamp posts into Octane Blackbody Emission lights, and they look quite nice.
Added some surfaces to the ceilings of the shops, and made those emission lights also.
Noise still is a bit of a problem here and there, even with the 6k samples per pixel this image has.
Cheers!
Erik
Love what you've done with the place! I'll keep an eye out to see how it develops.
So, I finished my render I posted the background from
Rendered in Cycles...
and Iray
(and 3delight too, but who's counting?)
What does it say about me that my favorite part of the image is the moss? I think I may render out myself a wallpaper witout the silly girl getting in the way.
Papplewick-sluice
A sluice gate at Moor Pond Wood, Papplewick, excavated by the Friends of Moor Pond Wood,
and surveyed by laser scanner and SFM photogrammetry by Trent & Peak Archaeology.
3d WRL by dstrangewalker https://sketchfab.com/models/7097e7950b9e46edbeaeddf7daff71f2#
Rendered in Octane Render for DAZ Studio v1.2
Not spectacularly detailed this one, but archaeological 3d scans can provide some interesting environments.
Cheers!
So, I finished my render I posted the background from
Rendered in Cycles...
and Iray
(and 3delight too, but who's counting?)
What does it say about me that my favorite part of the image is the moss? I think I may render out myself a wallpaper witout the silly girl getting in the way.
So, I finished my render I posted the background from
Rendered in Cycles...
and Iray
(and 3delight too, but who's counting?)
What does it say about me that my favorite part of the image is the moss? I think I may render out myself a wallpaper witout the silly girl getting in the way.
So, I finished my render I posted the background from
Rendered in Cycles...
and Iray
(and 3delight too, but who's counting?)
What does it say about me that my favorite part of the image is the moss? I think I may render out myself a wallpaper witout the silly girl getting in the way.
Fuller view in my gallery.
I like the whole thing personally, but that moss is pretty spectacular.
Man, I had to dig deep for this thread, has everybody lost interest in external renderers?
Here's a simple portrait just to bump it up again : )
The absence of displacement is evident in this Octane for DAZ Studio v1.2 render: DimensionTheory's Micah Hair Frizzies look a bit flat, and ih-kang's robe could do with a fold or two and a rougher surface.
Still a nice enough picture I think.
Anyone else have something to show to keep this thread alive?
Nice and realistic portrait! Some catchlights in the eyes would enhance it, looks like you may already have reflections set in the eyes, try adding a small bright object to reflect, I also find setting cornea bulge to maximum helps as the defaults seem to be set quite flat.
This was one of my recent images done with Octane Render for Carrara.
Nice and realistic portrait! Some catchlights in the eyes would enhance it, looks like you may already have reflections set in the eyes, try adding a small bright object to reflect, I also find setting cornea bulge to maximum helps as the defaults seem to be set quite flat.
This was one of my recent images done with Octane Render for Carrara.
Wonderful image Phil, it somehow has a great '3D' feel, or depth to it.
The eyes in my portrait don't have catch lights because the environment is completely empty, I was thinking of adding a photographer (in the rendercam position) and his crew in a next version : )
This one was 'inspired' by all those recent and ongoing irresistible Flash sales, combined with announcements of ditto new products like Stonemason's and MEC4D's. How does one cope.... sigh.....
I've been away and on the road for a while with real life (work) "fun", and probably won't be around much for another 2-3 weeks. Thanks for giving the thread some activity (and sharing your great work).
I just had to give the new Carrara Dynamic Hair support with the Orctane Render plugin for Carrara a quick try (things are "slow" for the few days). Not the best hair (or render), I just used one of the samples for dynamic hair that comes with Carrara. It's amazing to actually get Dynamic Hair from Carrara into Octane.
Be sure to click on the image and zoom into full resolution to see the hair details.
wish I had ponied up the 99 Euros back when it came out. Ahh well I bought some things never went anywhere and missed out on Modo, Zbrush and Octane LOL I will not be picking ponies at the racetrack.
wish I had ponied up the 99 Euros back when it came out. Ahh well I bought some things never went anywhere and missed out on Modo, Zbrush and Octane LOL I will not be picking ponies at the racetrack.
Go over to http://home.otoy.com/ and try the new Octane VR in your browser. You can use the application for FREE for a limited time.
Just adding my own experiments with Carrara hair rendered in Octane, with a hairstyle I created not long ago and hopefully will be able to donate to the community to use for free with any figure in the near future (still got to figure out these Octane shaders for hair, but here's my latest experiment based on a specular material for the hair)
Just adding my own experiments with Carrara hair rendered in Octane, with a hairstyle I created not long ago and hopefully will be able to donate to the community to use for free with any figure in the near future (still got to figure out these Octane shaders for hair, but here's my latest experiment based on a specular material for the hair)
Looking good!!
Here is another render of the same model with different hair. I've been trying to get some light SSS, but so far the best solution eludes me.
Buhahaha they took a long time the one with the city mayhem took 18 hours. I just installed 4.8 time to git into some iray I rekon
18 hours - wow!!
You should like Iray, a lot of what you have learned for Lux with be more or less transferable. Of course when the new version of Reality/Lux comes out, Lux will be A LOT faster!
Comments
Thanks for the tips!
I have used portals in earlier scenes (with Octane and LuxRender), but not in this one (yet) because of the relatively complex construction of the roof, and to have a standard of sorts to compare to when I do apply them to see how effective they actually are.
One thing I haven't figured out yet is if I need to add a portal to every individual glass section, or is it enough to cover the roof with one large curved surface?
That tip about the sampling rates certainly is a useful one, that's something I haven't experimented with before, so I'll give it a go.
Cheers!
Erik
Basically this means you cannot have the reflections of the glass and a portal material at the same time.
Seems a portal will be most useful if you want to create a scene inside the mall when the roof is not directly visible.
At least in adition to the noise reduction by the portal material you get an additional improvement because the glass material itself is not anymore causing noise.
Based on this a curved surface to cover openings in the roof would only be needed if the original glass roof sections do not cover the roof completly.
- - -
Indeed, a portal over a glass window doesn't work with Octane (as was to be expected).
I've let that mall interior render until it reached 12,000 samples per pixel, and the noise still wasn't gone completely.
So a two-staged approach is the only way to get those reflections and a clear render of such an interior.
Erik
If you are still getting some noise at high spp values using the path tracing kernel, it may be worth trying the PMC kernel. This is very good for more complex lighting conditions - initially you may think that it is slower and noisier, but it definitely clears up quicker in some lighting conditions. I used it in this image for example, which has a lot of light sources (check out the number of reflections on the bottles!) and a lot of reflective materials. Definitely cleared quicker with the PMC kernel.
So this isn't finished; eventually there will be a person in the foreground, but I want to show off how well the 3d foreground and background blend. Notice how the background has depth of field. (I am really proud of it)
The rock is sculpted by me and the same material I used here http://www.daz3d.com/gallery/#images/35556/ but the moss uses some simple objects in the place of strands, and as a result is so much quicker and lower memory to render its not even funny. (I wish I'd learned that earlier)
Reality 2 and 4 Luxrender
Ah - Land of the Giants - very nostalgic!
I'm sorry if I didn't mention this before, but I always render in PMC mode with Octane, I never use DirectLighting or PathTracing.
Erik
Love what you've done with the place! I'll keep an eye out to see how it develops.
So, I finished my render I posted the background from
Rendered in Cycles...
and Iray
(and 3delight too, but who's counting?)
What does it say about me that my favorite part of the image is the moss? I think I may render out myself a wallpaper witout the silly girl getting in the way.
Fuller view in my gallery.
Thank you very much! Glad you like it : )
Papplewick-sluice
A sluice gate at Moor Pond Wood, Papplewick, excavated by the Friends of Moor Pond Wood,
and surveyed by laser scanner and SFM photogrammetry by Trent & Peak Archaeology.
3d WRL by dstrangewalker
https://sketchfab.com/models/7097e7950b9e46edbeaeddf7daff71f2#
Rendered in Octane Render for DAZ Studio v1.2
Not spectacularly detailed this one, but archaeological 3d scans can provide some interesting environments.
Cheers!
Erik
Nice one Kamion!
Phil they are LOTG based this is a commission but yes I do LOTG http://fav.me/d5mldfe http://fav.me/d50vjr9 http://fav.me/d51ge4q http://fav.me/d87sf5w older so they are done with R2
Just excellent!
I like the whole thing personally, but that moss is pretty spectacular.
Man, I had to dig deep for this thread, has everybody lost interest in external renderers?
Here's a simple portrait just to bump it up again : )
The absence of displacement is evident in this Octane for DAZ Studio v1.2 render: DimensionTheory's Micah Hair Frizzies look a bit flat, and ih-kang's robe could do with a fold or two and a rougher surface.
Still a nice enough picture I think.
Anyone else have something to show to keep this thread alive?
Cheers!
Erik
Nice and realistic portrait! Some catchlights in the eyes would enhance it, looks like you may already have reflections set in the eyes, try adding a small bright object to reflect, I also find setting cornea bulge to maximum helps as the defaults seem to be set quite flat.
This was one of my recent images done with Octane Render for Carrara.
Wonderful image Phil, it somehow has a great '3D' feel, or depth to it.
The eyes in my portrait don't have catch lights because the environment is completely empty, I was thinking of adding a photographer (in the rendercam position) and his crew in a next version : )
This one was 'inspired' by all those recent and ongoing irresistible Flash sales, combined with announcements of ditto new products like Stonemason's and MEC4D's. How does one cope.... sigh.....
(rendered in Octane for DAZ Studio v1.2)
Cheers!
Erik
Erik - Wonderfully posed and rendered!
That's a powerful image there Erik! Nicely done!
Erik and Phil - Outstanding renders!!
I've been away and on the road for a while with real life (work) "fun", and probably won't be around much for another 2-3 weeks. Thanks for giving the thread some activity (and sharing your great work).
I just had to give the new Carrara Dynamic Hair support with the Orctane Render plugin for Carrara a quick try (things are "slow" for the few days). Not the best hair (or render), I just used one of the samples for dynamic hair that comes with Carrara. It's amazing to actually get Dynamic Hair from Carrara into Octane.
Be sure to click on the image and zoom into full resolution to see the hair details.
wish I had ponied up the 99 Euros back when it came out. Ahh well I bought some things never went anywhere and missed out on Modo, Zbrush and Octane LOL I will not be picking ponies at the racetrack.
Go over to http://home.otoy.com/ and try the new Octane VR in your browser. You can use the application for FREE for a limited time.
Just adding my own experiments with Carrara hair rendered in Octane, with a hairstyle I created not long ago and hopefully will be able to donate to the community to use for free with any figure in the near future (still got to figure out these Octane shaders for hair, but here's my latest experiment based on a specular material for the hair)
Great stuff all! Reality 4 luxrender
Nice renders Bob! I'm still amazed at how fast you produce things with Lux!
Buhahaha they took a long time the one with the city mayhem took 18 hours. I just installed 4.8 time to git into some iray I rekon
Looking good!!
Here is another render of the same model with different hair. I've been trying to get some light SSS, but so far the best solution eludes me.
18 hours - wow!!
You should like Iray, a lot of what you have learned for Lux with be more or less transferable. Of course when the new version of Reality/Lux comes out, Lux will be A LOT faster!