Breezeful Outfit Rendering Issue

garrett_3dgarrett_3d Posts: 175

https://www.daz3d.com/dforce-breezeful-for-genesis-9-and-genesis-8-female

 

No matter what my scene lighting, I'm getting so many pixels not rendering. I've tried using Post Denoiser but it makes no difference. The first few iterations look fine but the white pixels get more and more as rendering progresses.

I'm spending ages on post-production repairs. Any ideas what may be causing this?

Post edited by garrett_3d on

Comments

  • felisfelis Posts: 6,214

    I don't have it.

    Is it rendered with an HDRI?

    Does the clothing have Translucency and is it set to Thin Walled ON?

  • garrett_3dgarrett_3d Posts: 175

    I'm using Iray Worlds "Summer Worlds" skydome. Translucancy weight on outfit is at 0.00 (default).

  • garrett_3dgarrett_3d Posts: 175

    OK, I've rotated the character a little and it's reduced the effect by about 80%. I can live with the lessened amount of repair work post production. So I'm guessing it's down to the lighting and dome rotation.

  • jmucchiellojmucchiello Posts: 1,111

    Are you sure it's the outfit? There's a bit of pixelization on right forearm's shadow as well.

  • felisfelis Posts: 6,214

    Another possibility is to add a plane and set it to emission white with 100-200 kcd/m2 so it softens the shadows.

  • garrett_3dgarrett_3d Posts: 175

    jmucchiello said:

    Are you sure it's the outfit? There's a bit of pixelization on right forearm's shadow as well.

    That was just a quick spot render I ran off for reference, it only ran about 30%. The full 4k image looks fine apart from the outfit.

  • garrett_3dgarrett_3d Posts: 175

    felis said:

    Another possibility is to add a plane and set it to emission white with 100-200 kcd/m2 so it softens the shadows.

    Sorry, that went completely over my head...

  • felisfelis Posts: 6,214

    garrett_3d said:

    felis said:

    Another possibility is to add a plane and set it to emission white with 100-200 kcd/m2 so it softens the shadows.

    Sorry, that went completely over my head...

    Noisy pixels often comes from either complex materials, which isn't the case here-

    Or lack of light, where some pixels hard a hard time converging. Therefore adding more lights in dark areas/shadows can often help to converge. The light shouldn't be so strong it causes shadows, but only soften dark areas.

  • jmucchiellojmucchiello Posts: 1,111

    garrett_3d said:

    felis said:

    Another possibility is to add a plane and set it to emission white with 100-200 kcd/m2 so it softens the shadows.

    Sorry, that went completely over my head...

    Click create new primitive. Select plane, make it 1 m square. select the plane, go to the surface panel, emission, set the Luminance value to 100 and the Luminance Units to "kcd/m2". Set the plane at a vertical angle using Z-rotate or X-rotate and place the plane somewhere off camera, This will add ambient light to the scene. If you need more light, increase the 100 to 200. 

  • garrett_3dgarrett_3d Posts: 175

    Ah, thanks for that. It makes sense now. There's so much I haven't even touched in DS yet...

  • Richard HaseltineRichard Haseltine Posts: 109,777

    jmucchiello said:

    garrett_3d said:

    felis said:

    Another possibility is to add a plane and set it to emission white with 100-200 kcd/m2 so it softens the shadows.

    Sorry, that went completely over my head...

    Click create new primitive. Select plane, make it 1 m square. select the plane, go to the surface panel, emission, set the Luminance value to 100 and the Luminance Units to "kcd/m2". Set the plane at a vertical angle using Z-rotate or X-rotate and place the plane somewhere off camera, This will add ambient light to the scene. If you need more light, increase the 100 to 200. 

    You can also use a regular spot light and make its shape a plane in the Parameters or Light pane.

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