Show us your 3Delight renders
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I managed to do this render in the beta while rendering a heavy one in the public build, pretty cool;)
Converted to AweSurface and used IBLM + a HDRI from HDRI Haven, scripted rendering, 35 min. So thanks Gone, yeah it's actually working, cool:)
I loaded the Awe environment sphere and aligned it as close as possible to the IBLM sphere, then turned off IBLM and rendered using the same settings, rendertime 12 min. The shadowcatcher is of course not working but wanted to compare;) Obviously it's a bit darker, should have adjusted lighting...
So I loaded the secluded shoreline, chose the first camera preset, converted the mats to AweSurface, deleted the skydome and loaded the Awe environment sphere and loaded an HDRI by agent unawares (thank you). Scripted render (not progressive) 50 minutes. But I have another DS instance rendering at the same time so that doesn't say much. I'll do some more testing later on...
Same set, just deleted the environment sphere/HDRI and loaded the original skydome and made it ambient with the Awe environment shader, turned GI off. Loaded a light disc and applied the area light shader and moved it in a position to simulate the sun. So that's one light in the scene. Rendertime as above...slightly longer;) Oh and yes, motion blur works=) See that blob? It's a seagull
Why would you want to turn off GI in this setup? Just for testing?
Ah sorry I meant I turned off indirect lighting on the dome. Just made it ambient, basically.
And yeah, lot of testing right now;)
This is what makes GI computations faster, but the script does more than just that.
This makes sense, the sky doesn't have to receive bounce =)
Have you tried adjusting the exposure on the environment? This might be useful if you have a low dynamic range image like this texture likely is.
You don't specifically need fake bounce with aweSurface because aweSurface will compute GI. So you only need those lights that cast shadows. And all shadows should be raytraced.
Moreover, you may well consider ditching oldschool lights and using the environment sphere with an HDRI, plus path-traced area lights as needed. This will provide higher quality on average and may also offer a speed increase.
The aweKit in the store comes with a starter scene - it gets installed in your library "Scene" folder by default, so you may need to do some fishing for it - which is a perfect starting point for learning how to work with the awestuff.
I posted a way to customise the skin preset from that starter scene, here: https://www.daz3d.com/forums/discussion/comment/4005391/#Comment_4005391
Yes, those parameters (gamma and so on) are very useful indeed when working with everything from compressed jpegs to .hdr. The blur function is also neat;)
... he looks a bit concerned, I bet the Dogs Of Doom are closing in
I do that a lot when rendering animation, totally oldschool. Using the UE2 in ambient mode and fill lights with no shadows etc. I can get down to like 30sec/frame that way. As soon as you need atleast ambient occlusion you're looking at minimum 2 min/frame typically.
Tks mate, and no problem;) I would do a lot of testing now anyway, brand new world, kind of;)
Coming up next...
..meanwhile...hmm here is The Last Stand by DzFire converted to AweSurface (well it could do with some tweaking here and there) with a HDRI and an arealight, + some props and a little motion blur;)
Oh I stand corrected! It's indeed DzFire, nice set, nice textures:) Tks!
Ok, here it is, 2 days 3 hours and some minutes later,crazy stuff LOL, glad it's over. 27 arealights...
Now that the other render finished things started to happen LOL
Yeah me too, just put the behind-the-neighborhood in my wishlist;) Tks, yeah I like to use motionblur, kind of surprised you see so little of it in the various action renders over here... I have the 4.10 public beta installed so it's all good, I can run dForce and some scripts that won't work in 4.9 I also have 4.7 installed on my laptop so I've got that covered
That's... a feat.
Please tell me you used primitive planes to approx those lamps.
GI = global illumination; here mostly used in the sense of actual computation of diffuse bounce aka indirect light.
AO = ambient occlusion; an oldschool method of approximating actual GI.
The beginning of this page (paragraph 1) explains these concepts in more detail (then they go on to describe implementation-specific stuff in Blender):
http://feeblemind.tuxfamily.org/blog/index.php?post/2005/01/16/10-didacticiel-locclusion-ambiante-tutorial-ambient-occlusion
And this is an image from Autodesk Maya help system which is probably the best diagram showing how AO works:
https://help.autodesk.com/cloudhelp/2016/ENU/Maya/images/GUID-3B220535-4469-4D4A-9382-8E1C05383CB9.png
IBLM(aster) - a product here in the store; an environment light shader by Parris. Uses AO.
I'm not a native speaker, so could you please clarify if, when you said "monkey with", you meant "tamper with", like in the Merriam-Webster definition, or is there some other meaning?
This is exactly what fake bounce is.
Actually four-point lighting can be used in real-world photography as well.
I guess that what you meant was that since you only use shadows on the keylight, you also fake ambient lighting using a minimum of light sources.
Which is all fine and dandy in "oldschool" scenarios as you say. Nothing would technically prevent you from using aweSurface (with GI turned off) for your materials in a scene lit like that... but why?
Actually I did not, I used 8-sided spheres to get the "pointlight" effect. So that's a lot of polys in total, yeah. I saw your post in the commercial thread about tilted cubes, will try to swap the spheres for tilted cubes when I have recovered from that render=) I also could try to reduce specular bounces for the shiny stuff, and maybe lower some settings in the render tab. Will render settings override surface settings? Haven't tested that yet. Hmm, maybe I should RTFM again, lol.
Ok so did a new test with the shoreline without any other DS instances running, same HDRI (by agent unawares), only tweaked the water a bit, rendertime 22 min. (raytracer final, scripted rendering, AweSurface)
I think the water looked nicer in the first version though.