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Comments
It's just beginning to get there. I found I need to set the lumens to 30,000 to 50,000 or so, maybe even hair. So make a HUGE change. You can always back off if it's too light.
I've got bigger roses than that in my garden!
Wow I really like this. The oversaturated light and hint of bloom is striking. There isn't much I can offer to make this better - other than make her expression a little more assymetric to add realism. I do see some assymetry in the face: the tilt of the nose, the left eye being slightly more shut than the right and the right ear protruding a little more.
So Google some images of women looking straight at you and use that as your guide.
Thanks for the advice Dracorn. I bumped the lumen by 4 times the amount for version H. Besides that I also changed the settings on the lens of his HUD (What was thaught to be an eye patch.) and tweeked the color of his scar some.
The light is focusing attention on the dog tags rather than his fsce. Select the spotlight in the viewport so you are viewing through it and tilt it up a little so that his face becomes the focus of attention.
The hair is so much better this way. Thank you, Dracorn, for your advice and your time. Your render was a great inspiration.
I did try to give this great advice a go but my laptop would have none of it, it took about 2 hours to get half way through the render and then the left eye looked like she had been beat up pretty bad and then Daz coped out and shut down on me. Is there maybe another setting I could try @Dracorn or @Linwelly?
Ah, there he is! Much better.
UE2 tends to be a hog when its comes to workspace, two things to consider: if you want to try again with UE2 you should make sure you are on progrssive rendering in the render settings and you can trya to reduce the sampling settings. As well make sure wou have some sort of skydome even if there is nothing to be seen from that in your render ( If nothing else you can create a gian sphere and tint it in light blue)
All renderers, but 3delight more than iray, work better when they have some sort of outer limit and when you use UE2 that is even more needed. This relates to the "Max raytrace depth" in the render sampling settings (3delight) which is the number of times a light ray is reflected on surfaces and is calculated for that by the program. So for a render with simple non reflectant surfaces that number can be rather low. For good looking eyes the standart setting of 4 is really advised and if you render lots of glass or water you need to increase that number but it will but the mashine down. But it really has trouble calculating when there are no surfaces to work with. So give it a skydome or something.
For the image you have here you can try to reduce max raytrayce depth to 2 and see if its still ok, You can as well try to reduce the pixel samples to 6 and the shadow samples to 16. but the quality might be lower.
I hope that will help.
ps if you happen to have the AOA lights using the environmental AOA light instead of UE2 might be helpful. Otherwise you can replace an UE2 light with a set of distant lights coming from different directions, (remember adding shadows turned to soft completely and reduce their light intensity to max 30% give the one that comes from your main light direction a sunny tint and more intensity and the other ones a bluegrey tint and a lower light intensty. I used that trick many times when I was still on my old computer and UE2 would push it over the border in pre iray times)
Is it to late to join the challange? Cause while not to complicated, and idk if it counts as a portrait, i'm personally really happy with this render. Took me way to long to figure out how to make the lightign work though.
@tupe12342 welcome to the challenge and its not too late, ther is still almost half of the month to get somewhere and the main point is to have fun and learn.
You have a nice start there, I like the light coming from behind and the way she looks at the camera. I would suggest you try adding background of some sort so it will tell a bit more of a story, doesn't need to be complex. And I suggest for the future to add the image to the post so we can look at it in a larger format.
Thanks for the suggestion!
I may get back to this at some point before the end of the month but am playing with the denoiser feature in the new Beta release alot so am distracted like a kid with a new toy!
Thank, I added a background now. (though a bathroom scene would have probs worked better if I had one)
ok I fixed it slightly since I wasn't a fan of the angle
Much better with the background. Maybe you can try to adapt the light colour to the light in the background. My guess is that your light has a temperature around 5000-6000 K, for the light in the scene I would suggest something about 4000
where can I change that? I looked all over and through the user guide and I wasn't able to find any references to temperture
I think maybe a round in IRay would be best for me there is just too much for my laptop to handle it I think, so maybe giving it over to IRay might help with the lighting.
@tupe12342 when you have your light selected it depends if you have a mesh light (a prop that emits light) then you choose the light emitting surface and go to the surfaces tab, scroll down until you find the emissive colour (which mostly is pure white) right below is a slider with emission temperature (K) thats the one.
In case you have a light like a spotlight you select it in the lights tab and the lowest slider of that light says temperature (K)
@Linwelly I was able to find a (not emissive) color slider, but no temperture in sight, both on physical and non-physical lights.
Changing the value of the color didnt seem to have any effect either
can you say what kind of light you are using? best with a likn to the product or a screenshot from the light selected
Sure, i'm using (what i'm assuming are) spotlights
rendereing atm but I will show a screenshot where you can find the setting asap
edit: please see the attachment, I hope that explaines it
Spread angle is the last option i'm seeing
You need to turn Photometric Mode to on for lights in Iray.
alright thanks, changed all the temperture's I found to 4k, don't see to much a difference though
Hope i,m not to late.
I’m only part of the way through this scene and have a long way yet to finish, I would appreciate any help and tips.
@no nose
You will be losing the light from the spotlights because of the HDRI used as the background. There is a strong light source in that HDRI which will cancel out all the other lighting unless you either lower the intensity of the Environment dome or raise the lumens on your lights.
I would change the aspect ratio of the image, there is too much space to the left of the character.
The bush on the right is pushing into the scene at that ratio and is vying for viewing space with the character.
I would also move the arch so that it frames the character rather than off to the right.
Other than that the colour scheme, pose and camera angle are fine. Perhaps just tweak the expression a bit.